Dungeons & Dragons
Learn more about this legendary and fantastic role-playing game, and discover why millions of players around the world take on the role of formidable heroes to create their own stories.
HOW TO PLAY
BEGIN YOUR ADVENTURES
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Learn more about this legendary and fantastic role-playing game, and discover why millions of players around the world take on the role of formidable heroes to create their own stories.
The role-playing game Dungeons & Dragons is all about telling adventures in worlds filled with warriors and wizards. Just like games where we pretend, D&D relies on imagination. In this fantastical world, the possibilities are endless.
Ready to learn more about the D&D role-playing game? Let's start by introducing a few key concepts by clicking "BEGIN YOUR ADVENTURES", on top!
Click on the book to begin
You will find an Adventure Sheet above where you can write down all the details of your quest. It is recommended to make photocopies so that you can play multiple times.
During your training to become a Kai Lord, you acquired exceptional strength. The two essential elements of this strength are represented by your Combat Skill and Endurance. Before starting your mission, you must precisely measure the effectiveness of your training. To do so, use the dice on this window. If the dice lands on the number 0, you receive no points.
The first number your dice lands on will represent your Combat Skill. Add 10 to this number and write the total in the Combat Skill box on your Adventure Sheet (for example, if your dice points to the number 4, your Combat Skill will be 14). When you need to fight, you will compare your Combat Skill with that of your opponent. It is therefore desirable for your Combat Skill total to be as high as possible.
The second number your dice lands on will represent your Endurance. Add 20 to this number and write the total in the Endurance box on your Adventure Sheet (for example, if your dice falls on 6, your Endurance total will be 26).
If you are wounded in combat, you will lose Endurance points. If your Endurance ever drops to zero, you will know that you have been killed and that your adventure is over. During your mission, you will have opportunities to recover Endurance points, but your total Endurance can never exceed the amount you had at the beginning of your mission.
Over the centuries, the Kai Monks have mastered all the techniques of the warrior. These techniques are known as Kai Disciplines and are taught to Kai Lords. As for you, you have only been initiated into five of the techniques described below. It is up to you to choose these five disciplines yourself. Each Kai Discipline can be useful at some point during your quest, and your choice must be as wise as possibleâunder certain circumstances, skillful use of one of these techniques could save your life.
Once you have chosen your five disciplines, write them in the corresponding section of your Adventure Sheet.
This technique allows the Kai Lord to blend into the environment. In the countryside, they can hide among trees and rocks, making themselves invisible to the enemy, even if the enemy passes close by. In a city, this discipline grants the ability to appear as a local, both in appearance and speech, enabling them to find shelter and hide safely.
If you choose this technique, write "Camouflage" on your Adventure Sheet.
This discipline ensures that the Kai Lord will never die of hunger, even in a hostile environment. They will always have the ability to hunt for food, except in deserts and other arid regions. This technique also allows for silent movement while tracking prey.
If you choose this discipline, write "Hunting" on your Adventure Sheet; you are exempt from Meals whenever eating is mandatory (see the "Food" section later).
Thanks to this technique, the Kai Lord can sense imminent dangers that threaten them. This Sixth Sense can also reveal the true intentions of an unknown individual or the nature of a strange object encountered during an adventure.
If you choose this discipline, write "Sixth Sense" on your Adventure Sheet.
Whenever the Kai Lord is faced with the choice of which direction to take, this technique ensures they always make the right decision. It allows them to find the correct path in a forest and, in a city, discover where a person or an object is hidden. Additionally, they can interpret footprints and tracks to follow a trail.
If you choose this discipline, write "Tracking" on your Adventure Sheet.
This discipline grants the ability to recover ENDURANCE points lost in combat. If you master this technique, you can add 1 ENDURANCE point to your total every time you successfully move from one section to another without fighting an enemy. (You may only use this Healing technique when your ENDURANCE has dropped below your initial total. Remember, your ENDURANCE points can never exceed the total you started with.)
If you choose this discipline, write "Healing" on your Adventure Sheet; gain 1 ENDURANCE point for each section passed without combat.
Upon entering the Kai Monastery, each student has the opportunity to train in the use of a weapon. If you choose Weapon Mastery, roll the dice to determine the weapon you have been taught to wield. You will then achieve perfect mastery of this weapon, gaining 2 additional points of Combat Skill whenever you fight using it.
Note Mastering a weapon does not necessarily mean you will have access to it from the start of your adventure. With few exceptions, you will have chances to acquire weapons that suit you as your journey progresses.. However, If your dice grants you mastery over the Axe, consider yourself particularly lucky, as it is the only weapon Lone Wolf is guaranteed to have at the start of the mission. (details on this are provided in the Equipment section).
The Dark Lords and the many spiteful creatures that serve them have the ability to harm you using their psychic force. However, the Psychic Shield technique allows you to avoid losing ENDURANCE points when subjected to such an attack.
If you choose this discipline, write on your Adventure Sheet: Psychic Shield; no ENDURANCE loss in case of a mental attack.
This technique allows the Kai Lord to attack an enemy using the strength of their mind. It can be used alongside a regular combat weapon, granting 2 additional points of SKILL. However, this psychic power is not necessarily effective against all creaturesâsome may be immune to it. If this is the case, you will be warned during your mission.
If you choose this discipline, write on your Adventure Sheet: Psychic Power; +2 SKILL points.
Thanks to this technique, a Kai Lord can communicate with certain animals and sense the intentions of others.
If you choose this discipline, write Animal Communication on your Adventure Sheet.
This technique grants a Kai Lord the ability to move small objects using only the power of their mental concentration.
If you choose this discipline, write Psychic Mastery of Matter on your Adventure Sheet.
If you successfully complete the mission assigned to you in this first book of the Lone Wolf series, you will earn the right to add an additional Kai Discipline to the ones you already possess. When you embark on the new adventure offered in the next volume of the series (Fire on the Water), you will then be able to use six Kai Disciplinesâfive of which will be permanently acquiredâas well as the Special Items you decide to keep from your first mission.
Know that, as you progress from book to book, your experience will grow each time you complete a mission. In this way, you may one day hope to achieve complete mastery of the art and science of Kai Monks.
At the start of your adventure, you are dressed in a tunic and a Kai Lord cape, both green in color. The equipment available to ensure your survival is minimal. You possess an Axe (write it in the Weapons box on your Adventure Sheet) and a Backpack containing one Meal (note it in the Meals box on your Adventure Sheet). You also carry a Leather Pouch attached to your belt, which contains Gold Coins. To determine how many coins you have, use the dice on this windowâ the number you obtain will represent the number of Crowns (the currency in these regions) you have at the start of your mission (write this number in the Gold Coins box on your Adventure Sheet).
In the smoking ruins of the destroyed monastery, you have discovered a Geographic Map that will help you navigate (write it in the Special Items box on your Adventure Sheet). This map is carefully stored in an inner pocket of your tunic. You have also found one of the following items:
1. A SWORD (Weapons).
2. A HELMET (Special Items), adds 2 ENDURANCE points to your total.
3. TWO MEALS (Meals).
4. CHAINMAIL ARMOR (Special Items), adds 4 ENDURANCE points to your total.
5. A MACE (Weapons).
6. A HEALING POTION (Backpack), restores 4 ENDURANCE points when consumed after a battle, but contains only one dose.
7. A STAFF (Weapons).
8. A SPEAR (Weapons).
9. TWELVE CROWNS (Gold Coins).
0. A BLADE (Weapons).
To determine which item you have discovered from the list above, roll the dice. The number it lands on corresponds to the item you have found. Write it down on your Adventure Sheet in the appropriate section and adjust your total ENDURANCE if necessary.
Now that you have your equipment, you need to know how it is distributed so that you can carry it more easily. There is no need to take notes on this; if necessary, simply refer to the instructions given in the list below.
1. SWORD: carried in hand.
2. HELMET: worn on your head.
3. FOOD: stored in your Backpack.
4. CHAINMAIL: worn on your body.
5. MACE: carried in hand.
6. HEALING POTION: stored in your Backpack.
7. STAFF: carried in hand.
8. SPEAR: carried in hand.
9. GOLD COINS: stored in your pouch.
0. BLADE: carried in hand.
You cannot carry more than two weapons.
All items must be placed in the Backpack, but space is limited, and you can only carry up to eight items (including Meals).
Special items are not stored in your Backpack.
When you have the opportunity to acquire one of these special items, you will be informed of how it should be carried.
They are always kept in the pouch attached to your belt.
This pouch can hold no more than fifty Gold Coins in total.
You carry your food in your Backpack, and each Meal counts as one item.
All useful items that you can acquire during your adventure are indicated with their initial in a capital letter.
Whenever you decide to take one of these items with you, you must record it on your Adventure Sheet.
These acquisitions will be stored in your Backpack unless specifically noted as a Special Item.
Weapons help you fight your enemies. If you have chosen the Weapon Mastery discipline and possess the weapon assigned to you by rolling a dice, you
may add 2 points to your total COMBAT SKILL.
If you are forced to fight without a weapon, you must deduct 4 points from your total COMBAT SKILL and fight bare-handed.
If you find a weapon during your adventure, you may keep and use it, but remember that you are not allowed to carry more than two weapons at a time.
During your quest, you will discover various items that may prove useful and that you may wish to keep (remember that you can carry only eight items in your
Backpack).
You are allowed to exchange or discard any of these items at any time, except when engaged in combat.
Each of these items has unique properties.
Sometimes, these properties will be described at the moment of discovery, while other times, you will have to wait for them to reveal themselves during your
adventure.
To help you navigate, you have a map that you saved from the ruins of the destroyed monastery.
The currency used in the kingdom is the Crown, which comes in the form of a small gold coin.
During your adventure, you can use these Crowns to pay for travel or food expenses, and if necessary, to bribe certain unscrupulous characters.
Many creatures you encounter will possess Gold Crowns. Each time you defeat one of these creatures, you may take its gold and store it in your pouch.
Throughout your quest, you will need to eat at regular intervals.
If you run out of provisions when required to take a meal, you will lose 3 ENDURANCE points.
However, if you have chosen the Hunting discipline among the Kai Disciplines, you will not need to remove a Meal from your inventory each time you eat.
This potion restores 4 ENDURANCE points when consumed after a battle.
However, you only have one dose.
If you find additional potions during your adventure, their effects will be revealed to you in due time.
All Healing Potions must be stored in your Backpack.
During your mission, you will sometimes have to fight an enemy.
The text will specify the enemy's COMBAT SKILL and ENDURANCE points in each situation.
Lone Wolf (that's you) must attempt to defeat the opponent by reducing their ENDURANCE points to zero while minimizing your own ENDURANCE loss during
the battle.
At the start of each combat, record Lone Wolf's total ENDURANCE as well as the enemy's on your Adventure Sheet. These details should be entered in the
Combat Record section.
Each battle proceeds as follows:
Example
Imagine that Lone Wolf has a total COMBAT SKILL of 15 and is attacked by a Winged Devil with a COMBAT SKILL of 20. Lone Wolf has no means of escape and
must fight the creature as it swoops down on him.
Suppose Lone Wolf has chosen the Kai Discipline of Psychic Strength, against which the Winged Devil has no protection. In this case, Lone Wolf adds 2 points to
his total COMBAT SKILL, bringing it to 17.
He then subtracts the Winged Devil's COMBAT SKILL from his own total, resulting in an Attack Ratio of -3 (17-20 = -3). This value must then be recorded in the Attack Ratio box on the Adventure Sheet.
Example
The Attack Ratio between Lone Wolf and the Winged Devil was -3. Suppose the number given by the Random Table is 6. The result of the first assault would then
be as follows:
The battle continues until the total ENDURANCE of either the enemy or Lone Wolf has been reduced to zero; the one who loses all their ENDURANCE points is
considered dead.
If Lone Wolfâmeaning youâsuccumbs, the adventure is over. If the enemy is slain, Lone Wolf may continue his mission, though with a lower ENDURANCE total.
During your adventure, there may be occasions when you are given the option to escape combat. If you have already engaged in an assault and decide to flee, you must first complete the assault following the usual rules. However, your opponent will not lose any ENDURANCE points; only you, Lone Wolf, will lose the number of points indicated by the Combat Results Table. You may then flee, having paid for your cowardice with a reduction in your ENDURANCE total. Remember, you are only allowed to flee if explicitly permittedâthe necessary details will be provided each time.
Your mission will be extremely perilous, as the Darklords and their creatures are ruthless and cunning foes who show no mercy; they know that you will be equally relentless in return. Use the map at the beginning of the book to plan your route to Holmgard, the capital of the kingdom and the final destination of your journey. Take notes as you progress through your questâthey will be valuable for future missions. You will discover many items that will greatly aid you in your adventure. Some Special Items may prove useful when you embark on other Lone Wolf missions in future books, but you may also find that an item you expected to be useful later turns out to be completely ineffective when you attempt to use it. Therefore, you must choose wisely which items to take with you. Many paths lead to the King's Palace, but only one will expose you to the least danger. To succeed in your mission, you need only demonstrate great courage and carefully select the Kai Disciplines you wish to master. Even if your COMBAT SKILL and ENDURANCE points are low, you can still reach the end of your adventure successfully. The honor and memory of the Kai Lords, slain by the enemy, will remain with you as you continue your perilous journeyâone that begins now, just beyond this page.
Good luckâŠ
In the northern kingdom of Sommerlund, it has been a tradition for centuries to send the sons of the Warlords to the Kai Monastery. There, they are taught the art and wisdom of their noble ancestors.
The Kai Monks are great masters of the arts they teach. To pass on their knowledge, they subject their disciples to harsh trials throughout their training, yet the students never complain. On the contrary, they show them love and respect, knowing that one day they will leave the monastery, armed with all the secrets of the Kai tradition. By then, they will return home, their minds and bodies fully trained in the ways of war. Deeply devoted to their homeland, they will be ready to defend it against the ever-present threat: the Darklords from the west, driven by an insatiable thirst for conquest.
In ancient times, during the era of the Black Moon, the Darklords waged a relentless war against the kingdom of Sommerlund. It was a long and grueling struggle, but in the end, the warriors of Sommerlund triumphed in the great Battle of Maaken. King Ulnar and his allies from Durenor crushed the Darklord army in the Moytura Pass, driving their forces into the depths of the Maaken Gorge. Vashna, the most powerful of the Darklords, met his end at the hands of King Ulnar, who struck him down with his mighty bladeâthe Sword of the Sun, commonly known as the Sommer Sword. Since that day, the Darklords have sworn revenge upon Sommerlund and the House of Ulnar.
As dawn rises on the first day of your adventure, all the Kai Lords are present at the monastery. Indeed, today marks the great feast of Fehmarn, and preparations for the celebrations begin early in the morning. But suddenly, a massive black cloud rises in the western sky: huge, dark-winged creatures fill the air in such great numbers that the sun itself seems to vanish. This invasion bears the mark of the Dark Lords. The sworn enemies of the Kingdom of Sommerlund are attacking once againâthe war has begun anew. On this fateful morning, Silent Wolf (the name given to you by the Kai Monks) has been sent to gather firewood in the forestâa chore assigned as punishment for your inattentiveness in class. As you make your way back, you suddenly spot the gigantic swarm of dark creatures descending upon the monastery, engulfing it instantly. You drop your firewood to the ground and rush toward the battle. But the black monsters have darkened the sky so much that sunlight can no longer pierce through, casting everything into deep shadow. In the darkness, you stumble over a root and fall headfirst. As you collapse, your forehead slams violently against a low-hanging branch, knocking you unconscious. A fraction of a second before losing consciousness, you have just enough time to glimpse a terrifying sceneâthe walls of the Kai monastery are collapsing in on themselves with a deafening roar. You do not regain awareness for several hours, and when you do, tears fill your eyes as you gaze in horror at the pile of ruins left behind by the enemy. The Kai Warriors have been buried beneath the rubble, and not a single one of your companions has survived. Overcome with grief, you raise your face toward the now-clear sky and make a solemn vowâto avenge the death of the Kai Monks and Lords. The Dark Lords will pay for their crimes! And your task begins at this very momentâyou must reach the kingdom's capital to warn the King himself of the dreadful peril looming over the land. The enemy is advancing, and if you do not act in time, your homeland will fall under their control. You are the last of the Kai Lords, and the fate of your people now rests in your hands. Silent Wolf has become Lone Wolf, and the invaders will stop at nothing to prevent you from reaching the King's Palace...
You must hurry, for something tells you that lingering among the smoking ruins of the destroyed monastery would be unwise. The flying creatures could return at any moment. There is no time to loseâyou must set out for Holmgard, the capital of Sommerlund, as soon as possible to deliver a dire message to the King: the Kai Warriors, the elite of the land, have all been slaughtered, except for you.
Without the guidance and authority of the Kai Lords to lead the army, the kingdom of Sommerlund is at the mercy of its oldest enemiesâthe Dark Lords. Holding back your tears with great difficulty, you bid farewell to your fallen comrades and swear to avenge them. Turning your back on the ruins, you carefully make your way down the steep path that stretches before you.
At the foot of the hill, the trail reaches a fork. Two paths lead into a vast forest, each taking a different direction. If you wish to take the right path, click on section 85. If you prefer to follow the left path, click on section 275. Finally, if you possess the Kai Discipline of Sixth Sense, turn to section 141.
As you run breathlessly through the thickening forest, the cries of the Gloks gradually fade behind you. You have nearly lost them when you suddenly stumble, falling headfirst into a tangle of low-hanging branches. Roll the dice to obtain a number.
If you roll between 0 and 4, click on section 343. If you roll between 5 and 9, click on section 276.
You follow the officer as he passes through an arched doorway and ascends a few steps leading to a grand hall. Soldiers rush about in all directions, carrying ornate parchments that they must deliver to officers stationed along the city walls. A man with a scarred face and a weary expression approaches you, offering to escort you to the citadel. He wears the white and purple robe customary at the King's court.
If you wish to follow this man, turn to section 196. If you prefer to decline his offer and return to the bustling streets, turn to section 144.
It is a small, single-person canoe in very poor condition. Loose wooden planks reveal holes in several places along the hull, which you hurriedly patch with clay. You then empty the water from the boat, and it seems ready to float. You store your equipment at the front of the canoe and begin paddling down the river using a piece of driftwood found on the surface of the water.
Moments later, you hear the sound of galloping horses approaching from the left bank. If you wish to hide at the bottom of the canoe, click on section 75. If you prefer to attract the riders' attention, click on section 175. If you possess the Kai Discipline of Sixth Sense, click on section 218.
You have been walking for about an hour when the path gradually veers eastward. Soon, you reach a ford crossing a stream that flows southward. The current is swift, and the riverbed is rocky and steep. Beyond the ford, the trail you are following intersects with a wider road running north to south. Heading north would take you further from the capital, so you decide to turn right, heading south.
Click on section 111.
In the distance, you hear the sound of galloping horses growing closer. You crouch behind a tree, watching as the riders pass without being seen. Soon, you recognize the white uniform of the Sommerlund armyâthese are soldiers of the King's Guard.
If you wish to call out to them, click on section 183. If you prefer to let them pass and continue your journey through the forest, click on section 200.
For what feels like an eternity, the surge of the crowd carries you along like a leaf drifting in a strong current. You struggle desperately to stay on your feet, but your trials have weakened youâyou feel dizzy, and your legs are as heavy as lead.
Suddenly, you spot a long, narrow stone staircase leading to the roof of an inn. Summoning the last of your strength, you force your way through the crowd and ascend the steps with difficulty. At the top, you are rewarded with a breathtaking viewâthe rooftops and towers of Holmgard stretch out before you, and the tall stone walls of the citadel gleam in the sunlight.
The city's houses and buildings are constructed close together, making it possible to jump from one rooftop to another. In earlier times, the people of Holmgard often used this "Rooftop Path" when torrential rains rendered certain unpaved streets impassable. However, accidents became so frequent that the King eventually decreed it forbidden.
In your case, however, the Rooftop Path is the only way to reach the sovereign, and so you decide to take it. Leaping and vaulting from house to house, you finally reach the edge of a row of rooftopsâwith only one wide street left to cross before you arrive at the citadel. Unfortunately, this street is broader than the others, and you will need to execute an incredible jump to make it across.
Your throat tightens, and your pulse pounds in your temples as you take a running start, sprinting the length of the roof before launching yourself forwardâeyes locked on the building ahead.
Use the Random Table to obtain a number. If you roll between 0 and 2, click on section 108. If you roll between 3 and 9, click on section 25.
Your Sixth Sense warns you that a fierce battle is raging in the south. However, your basic reasoning also reminds you that the shortest route to the capital leads precisely through the south.
Click on section 70 to plan your route.
You can no longer moveâa mysterious force paralyzes you, and your eyes are drawn to the skeleton's mouth. Rising from the depths of the earth, you hear a deep humming sound, as if millions of furious bees were gathered there. Then, a reddish glow ignites in the empty sockets of the dead king, and the humming intensifies until it becomes deafening.
You are in the presence of a malevolent force older and more powerful than even the Dark Lords.
If you possess a Vordak Stone, click on section 236. Otherwise, click on section 292.
You are covered in sweat, and your legs ache. A little farther ahead, you spot a cluster of small houses.
If you wish to enter one of these houses to rest for a while, click on section 115. If you prefer to continue your journey, click on section 83.
You hide in the entrance of a stable and conceal your doctor's coat in the straw. It is indeed preferable to appear as a Kai Lord rather than a charlatan. Then, without losing a second, you head towards the Main Entrance, located on the other side of the courtyard. Go to 139.
The bodyguard watches you suspiciously before slamming the door in your face. You then hear voices inside the wagon, and suddenly, the door opens again, revealing a prosperous-looking merchant before you. He demands 10 Crowns as payment for your transport. If you have these 10 Crowns and wish to give them to him, go to 262. If you do not have this sum, or do not wish to pay him, go to 247.
The path soon leads to a vast clearing. At its center stands a tree taller and wider than the others. Nestled in its foliage, about eight meters above the ground, is a large house. No ladder provides access, but the tree's gnarled bark offers many footholds, making the climb appear manageable. If you wish to scale the tree to inspect the house, go to 307. If you prefer to continue on your way, go to 213.
You reach the top of a small wooded hill. Large rocks are arranged side by side, forming a crude circle. Suddenly, you hear a deep growl rising from behind a boulder to your left. If you wish to draw your weapon and prepare to fight, go to 43. If you prefer to flee as quickly as possible down the hill, go to 106.
You walk along a long, dark tunnel formed by intertwining tree branches overhead and finally emerge into a vast clearing. At its center stands a stone pedestal on which rests a sword, sheathed in black leather. A handwritten note is attached to the sword's hilt, but it is written in a language unfamiliar to you. You may take the sword if you wish, remembering to record it on your Adventure Sheet. Three paths lead out of the clearing: if you wish to go east, go to 207. To the west, go to 201. To the south, go to 35.
You manage to free one of the horses from the wagon. The stench of the Cursed Wolves and the cries of the Gloks riding them seem to terrify it, but despite this, you succeed in urging it into a gallop toward the monstrous creatures closing in on you. The Gloks and their demonic mounts are now only about fifty meters away, their lances leveled forward. Now face-to-face, you charge toward each other. Go to 192.
You raise your weapon to strike the creature, whose maw, lined with razor-sharp fangs, snaps shut mere centimeters from your head. Hampered by the beating of its wings, you struggle to keep your balance. Reduce your total SKILL score by one point and fight the Kraan.
KRAAN
SKILL: 16
ENDURANCE: 24
If you manage to kill your opponent, hurry down the opposite slope of the hill to avoid the Gloks. Use the Random Table to roll a number. If you roll 0, go to 53. If you roll 1 or 2, go to 274. If you roll between 3 and 9, go to 331.
You are awakened by the distant approach of a troop. On the other side of the lake, you spot the silhouettes of Drakkarim clad in black cloaks and a pack of Cursed Wolves ridden by their usual riders. A Kraan soon appears above the trees and lands on the roof of the small wooden hut. It is mounted by a creature dressed in red. A moment later, the Kraan takes flight again, crossing the lake and heading toward the spot where you are hiding. If you wish to retreat deeper into the forest, go to 239. If you have mastered the Kai Discipline of Camouflage, go to 114. If you prefer to fight the creature, go to 29.
A little farther ahead, through the trees, you spot red-colored bushes. These are Gallows Brushes, whose scarlet, pointed thorns are commonly known as Sleep Fangsâprick yourself on one, and weakness and numbness will follow. You may avoid the Sleep Fangs by returning to the trailâgo to 272. Alternatively, you can attempt to push through the bushes to venture deeper into the forestâgo to 119. Finally, if you have mastered the Kai Discipline of Sixth Sense, go to 69.
It seems that the occupants of the barge left in a hurry not long ago. The remains of a half-eaten meal are scattered across the table, along with a cup of still- warm Jala. Searching a chest and a small cupboard, you find a Backpack, Food (the equivalent of 2 Meals), and a Dagger. If you wish to take one or more of these items (or all three), remember to record them on your Adventure Sheet. Then, go to 272.
You have traveled three kilometers on horseback among dense trees when the ground suddenly turns marshy. Use the Table of Chance to obtain a number: If you draw a number less than 5, your horse sinks up to its belly in thick mud. If the number obtained is equal to or greater than 5, you manage to move away from this quagmire and proceed to 189. If your horse gets stuck, use the Table of Chance again to draw another number. If you get a number equal to or less than 7 this time, you sink into the mud up to your armpits. With a final desperate whinny, your horse disappears forever into the mire. If the number you draw is greater than 7, you somehow manage to haul yourself onto firmer ground and proceed to 189. If you are trapped up to your armpits, here is your last chance! Draw another number using the Table of Chance. If you get any number other than 9, the swamp definitively engulfs you, and your mission ends here, along with your life. However, if you draw a 9, proceed to 312.
With a sudden shoulder shove, you jostle the leader and flee at full speed down the road. Immediately behind you, you hear the menacing click of a drawn crossbow. A shiver runs down your spine, and with a swift motion, you seize your Table of Chance to draw a number. If you obtain a number between 0 and 4, proceed to 181. Between 5 and 9, proceed to 145.
The corridor soon leads to a vast burial chamber, its walls engraved with ancient motifs. In the opposite corner, a stone staircase ascends to a massive door. On either side of the steps, two black candles emit a faint glow. You then notice that no wax drips down their sides, and as you approach, you realize that their flames give off no heat. Eager to leave this eerie place as quickly as possible, you examine the door's lock. A sculpted pin appears to secure the panel, but a keyhole is also visible. If you wish to remove the pin, proceed to 337. If you possess the Kai Discipline of Psychic Mastery over Matter, go to 151. Finally, if you have a Golden Key, proceed to 326.
The merchant shouts to the wagon driver to jump. "We're under attack!" he exclaims. Then, he hurls himself outside through a circular window. If you wish to jump from the wagon as well, proceed to 234. If you prefer to try grabbing the reins of the horses to take control of the carriage, proceed to 184.
You land so brutally on the other roof that it knocks the wind out of you. Your head spins, and you lie flat on your back. After about a minute, you finally realize that you have made it across and are unharmed. Once you're absolutely sure everything is fine, you spring to your feet and let out a triumphant cry, celebrating your skill and daring. Then, you hurry to the opposite edge of the roof, where a long gutter allows you to descend into the street.
The towering iron gates of the citadel stand open, and a cart, pulled by two large horses, attempts to exit. But startled by the noise of the crowd, the horses suddenly rear up, and one of the front wheels violently strikes the gate, shattering upon impact. Seizing the moment of confusion, you slip inside the citadel just before the guards shut the heavy metal doors. Proceed to 139.
You cautiously move forward along the corridor, which soon turns at a right angle toward the east. In the distance, you glimpse a strange greenish glow. If you wish to continue in this direction, proceed to 249. If you prefer to turn back and take the corridor leading south, proceed to 100.
You follow this path for more than an hour, keeping a wary eye on the sky in case the Kraan attacks again. Some distance ahead, a large tree has fallen across the trail, and as you approach, you hear voices rising from the other side of the massive trunk. If you wish to launch an attack, go to 250. If you prefer to listen to what these voices are saying, go to 52.
A hundred meters ahead, the path intersects with another one running north-south. If you wish to head north, proceed to 130. If you prefer to go south, proceed to 147.
You approach the lake's shore, preparing for battle. The Kraan and the creature riding it spot you instantly and swoop toward you, flying low over the water. Then, the Kraan's master lets out a cry that chills you to the bone. This creature is a Vordak, a fierce lieutenant of the Darklords. It charges at you, and you must fight.
Your opponent attacks with a heavy war mace, but it also possesses a formidable Psychic Power that it will use during the fight. If you do not have the Kai Discipline of Psychic Shield, its mental force will make you lose 2 points of SKILL for the duration of the battle.
VORDAK
SKILL: 17
ENDURANCE: 25
If you are victorious, proceed to 270.
All these people seem tired and hungry. They have traveled dozens of kilometers to flee their burning city. Suddenly, from the north, you hear the strong beating of wings. "Kraans! Hide!" voices shout along the path.
Ahead of you, a cart carrying children breaks an axleâthe wheel has gotten stuck in a deep rut. The children, gripped with panic, start screaming. If you wish to help them, proceed to 194. If you prefer to take shelter among the trees, proceed to 261.
You try your best to comfort the wounded man, but his injuries are deep, and he loses consciousness again. You then cover him with his cloak and continue on your way, venturing deeper into the forest. Proceed to 264.
You have traveled about five kilometers on horseback when you spot, in the distance, the distinctive silhouettes of five large Cursed Wolves. Gloks are riding them, and they seem to be heading toward a meadow at the end of the path. Suddenly, one of the Gloks separates from his companions and turns back, urging his mount toward where you are.
If you wish to hide in the undergrowth and let him pass, proceed to 176. If you prefer to fight him, proceed to 340.
The floor of the cave is dry and dusty. You venture a little deeper into the shadows and detect the stench of rotting meat. Bones, hides, and the teeth of small animals are piled in a crevice. Among these remains, you find a small pouch containing 3 Gold Coins. You pocket them and leave this place, where some wild creature has likely made its den, then descend the hillside. Proceed to 248.
Without warning, a terrifying apparition swoops down upon you. It is a creature clad in long red robes, riding atop a Kraan. Your assailant lets out a chilling cryâit is a Vordak, a fierce lieutenant of the Darklords. It hovers just above you, and you must fight.
The monster attacks with a massive war mace and also possesses a formidable Psychic Power, which it will wield during the battle. If you do not have the Kai Discipline of Psychic Shield, you must reduce your SKILL score by 2 points for the duration of the combat.
VORDAK
SKILL: 17
ENDURANCE: 25
If you are victorious, proceed to 328.
The forest grows denser, and a tangle of thorny bushes thickens over the path as you advance. Though nearly concealed by the undergrowth, you spot another trail leading east. The path you are following seems to end in an impassable thicket, so you decide to take this new route and head east. Proceed to 207.
The wood of the ladder leading up to the old watchtower is rotten, and several rungs break under your weight. Use the Table of Chance to obtain a number. If you draw a number equal to or less than 4, you fall. You lose 2 ENDURANCE points and proceed to 140. If the number is greater than 4, you do not fall and proceed to 323.
You feel tired and hungry, and you need to take a break for a Meal. After eating, you head back toward the citadel and walk along its towering stone walls. You discover another entrance in the eastern wall, guardedâlike the previous oneâby two armed soldiers.
If you wish to approach them and tell them your story, proceed to 289. If you possess the Kai Discipline of Camouflage, proceed to 282.
For more than half an hour, you continue your journey through the forest, weaving among ferns and the dense foliage of trees and bushes. Soon, you reach the edge of a stream, where you pause briefly to wash your face and drink some water. Once you feel refreshed, you cross the stream and resume your march.
A few moments later, you catch the scent of burning wood coming from the north. If you wish to investigate the source of the smell, proceed to 128. If you prefer to ignore it, proceed to 347.
A few seconds later, two small heads with short fur and worried expressions emerge from behind the trunkâthey are Kakarmis who have been hiding there. They warn you that Kraans are everywhere and that they have attacked their village, a little farther west, leaving only ruins in their wake.
The Kakarmis are trying to reunite with the rest of their tribe, which fled into the forest when the Black Wings launched their assault on the village. The frightened little creatures point you eastwardâthe path seems to end in a dead end, but according to them, if you push into the undergrowth, you will find a watchtower a few meters ahead where the trail splits into three routes. Continuing eastward, you will soon reach the King's Road, which connects Holmgard, the capital, to the port of Toran.
You thank the Kakarmis and bid them farewell. Proceed to 228.
You carefully skirt around the clearing, moving under the cover of the trees while keeping an eye on the huts for any sign of the enemy. Soon, you reach the path and hastily move away from the Misty Woods. Proceed to 105.
Three soldiers gallop along the riverbank, closely pursued by Gloks mounted on Cursed Wolves, growling aggressively. The bank is elevated, and soon, the Glok leader spots you at the bottom of the canoe. He then orders five of his companions to shoot at you with their bows.
Moments later, a rain of black arrows descends upon you. If you wish to try escaping by paddling as fast as possible down the river, proceed to 174. If you prefer to reach the opposite shore and attempt to hide under the cover of the trees, proceed to 116.
You follow the trail for about an hour and then arrive at a crossroads. If you wish to continue east, proceed to 86. If you prefer to head north, proceed to 238. If you choose to venture south, proceed to 157. Finally, if west seems like the wiser direction, proceed to 147.
A massive black bear emerges from behind the rock, advancing toward you with its jaws open. You immediately notice that it appears to be in pain, and its agony has made it furious. The creature is severely woundedâblood runs down its neck and back. You must fight it.
BLACK BEAR
SKILL: 16
ENDURANCE: 10
If you are victorious, proceed to 195. After three rounds of combat, you manage to position yourself in a way that allows you to flee down the hillside. If you wish to escape after completing these mandatory three attacks, proceed to 106.
The trail suddenly ends at a steep slope. The ground here is very unstable and gives way beneath your feetâyou lose balance and tumble headfirst down the incline. Use the Table of Chance to obtain a number: if you draw a number between 0 and 4, proceed to 277. Between 5 and 9, proceed to 338.
These men are not, in truth, what they appear to be. Their leader's tunic is genuine, but it is stained with blood around the collar, as if its rightful owner had been slain. As for the weapons carried by these so-called soldiers, they do not belong to the army; rather, they are finely crafted, like those made by the armorers of the Kingdom of Durenor.
The leader carries a crossbow slung over his shoulder, and attempting to flee would be tantamount to suicide. You decide to fight these three menâ otherwise, they will kill you the moment you drop your weapon. Proceed to 180.
You have traveled about three kilometers, and the foliage of the trees begins to thin. Then, you spot a small wooden cabin on the edge of a lake. Soon, a man dressed in a cloak approaches you and offers to ferry you and your horse across the lake in his boat for a fee of 2 Crowns.
If you accept his offer, proceed to 246. If you prefer to decline and ride around the lake, proceed to 90. Finally, if you possess the Kai Discipline of Sixth Sense, proceed to 296.
Out of breath and with sweat streaming down your face, you carve a path toward the top of the hill. But suddenly, a massive black shadow looms before youâ it's a Kraan circling in the sky, while the Gloks behind you steadily gain ground.
Do you wish to stand your ground and face the Gloks, taking advantage of your elevated position? If so, proceed to 136. Or do you prefer to grit your teeth and push onward to the summit? In that case, proceed to 322.
Your Sixth Sense warns you that these soldiers are not what they seem. You perceive a sinister aura around themâthey are servants of the Darklords. You must flee immediately before they spot you. Proceed to 243.
As you read the inscription, a shadow takes shape behind the screen. Roll a dice to obtain a number: if you draw a number between 0 and 4, proceed to 339. Between 5 and 9, proceed to 60.
You hear the echoes of a battle unfolding in the distance. If you wish to continue north toward the fight, proceed to 97. If you prefer to avoid the combat, take another path by proceeding to 243.
After hastily climbing the wooded riverbank, you spot, a little farther away, the log palisade of the fortified camp built around the capital. The battle rages about three kilometers away, and the log wall has collapsed in several places where the Masters of Darkness launched their attack. The camp is almost deserted, as most soldiers have had to leave to join the battlefield. A gate is set in the palisade. If you wish to approach it, turn to section 288. If you prefer to climb the log wall, turn to section 221.
Now that you have approached, you realize these are not human voices. They sound more like growls and animal cries. If you have mastered the Kai Discipline of Animal Communication, go to 225. Otherwise, climb onto the tree trunk to see who is hiding behind it. Go to 250.
A sudden, sharp pain tears through your right legâyou've twisted your ankle and fall headfirst. Your body tumbles down the hillside until you land in a ditch, losing consciousness. You wake up to another pain: something pressing into your chest. It's the tip of a Glok's spear. After hastily climbing the wooded riverbank, you spot, a little farther away, the log palisade of the fortified camp built around the capital. The battle rages about three kilometers away, and the log wall has collapsed in several places where the Masters of Darkness launched their attack. The camp is almost deserted, as most soldiers have had to leave to join the battlefield. A gate is set in the palisade. If you wish to approach it, turn to section 288. If you prefer to climb the log wall, turn to section 221.
It seems the heavens have ignored your prayers, as moments later, a spear whistles past your ear and strikes your horse's neck. The animal lets out a cry of pain before collapsing forward. The horse lets out a cry of pain before collapsing forward. You both tumble into the dust of the path and find yourself trapped beneath its lifeless body. Before closing your eyes forever, you have just enough time to take in one final vision : The spearheads of the Gloks, in mere seconds, will be driven deep into your chest. Your mission has failed.
As the Glok leaps, you rush forward and strike it with your weapon, preventing it from landing on the young sorcerer's back. You take advantage of your momentum to strike the struggling creature again. The surprise effect of your attack allows you to add 4 points to your SKILL total for the duration of the battle. However, remember to return it to its previous level once the fight ends.
GLOK SKILL: 9
STAMINA: 9
If you are victorious, turn to section 325.
You hear a cry above the treesâit's a Kraan, one of those large, bloodthirsty flying creatures that rank among the most formidable servants of the Masters of Darkness. You immediately dive into the dense ferns to hide until the monster's cry fades into the distance. Now, turn to section 222.
The cabin has only one room, furnished with a wooden table, two benches, and a bed made of bundled straw. A woven rug decorates the floor, and several bottles containing liquids of different colors are placed on the table. If you wish to examine these bottles, turn to section 164. If you want to lift the rug, turn to section 109. If you prefer to leave the cabin and inspect the stable, turn to section 308.
You set off down the road at a steady run, maintaining a regular pace. To the west, the army of the Masters of Darkness looks like a vast black ink stain spreading between the mountains. You have been running for about twenty minutes when you spot, to your right, a pack of Cursed Wolves moving in single file along a ledge. If you wish to press yourself against the rocks lining the road and wait for them to pass, turn to section 286. If you prefer to keep running while drawing your sword to prepare for anything, turn to section 160.
Peering into the darkness, you make out a few roughly carved steps in the earth and realize that this cave is actually the entrance to a tunnel. You carefully descend the slippery steps and at the bottom of this makeshift staircase, you discover a small silver box placed on a shelf. If you wish to open the box, turn to section 124. If you prefer to exit and continue on your way, turn to section 106. If you decide to venture deeper into the tunnel, turn to section 211.
Before darkness swallows you, you glimpse the gleam of a long knife blade. Your name will be added to the list of victims of the Sage and his son, the Thiefâ the very one who has just cut your throat. Your mission is over.
You finally reach the log palisade of the fortified camp built around the city. As you run toward the guard post, the soldiers erupt in enthusiastic cheersâ praise the gods, they recognize you despite your tattered clothes and grim appearance! Your cape is in shreds, your face scraped and stained with blood, and you are covered from head to toe in cemetery dust.
Wading through a small stream that you must cross, you stagger toward one of the camp's entrances. Gradually, the vision you just witnessed in the cemetery reveals itself in all its horror; you are exhausted, weakened, freezing, and just before losing consciousness, you collapse into the outstretched arms of two soldiers rushing to meet you. Turn to section 268.
The 'soldiers' lie dead at your feet. They were bandits who robbed the refugees of Toran and plundered abandoned houses and farms in the region.
Searching their bodies, you find 28 Gold Pieces and two Backpacks containing enough provisions for three Meals. They were armed with a Crossbow and Three Swords. The Crossbow has been damaged in battle, but the Three Swords remain intact, and you may take one if you wish. Updating your Adventure Sheet accordingly, you carefully store your new acquisitions and glance westward to check if the path is clear. Finally, you resume your journey toward the fortified camp outside the city. Turn to section 288.
The old man shouts insults at you, blaming you for the war and cursing the Kai Lords, whom he believes to be agents of the Masters of Darkness. There is no reasoning with himâyou will have to fight.
MAD OLD MAN
SKILL: 11
STAMINA: 10
If you are victorious, turn to section 269.
You are awakened by the cries of a Kraan circling above the wagon. It is early, and the sky is clear. Less than five hundred meters away, you spot a pack of Cursed Wolves advancing along the road, ready to attack. You must act quickly. If you decide to gather your belongings and run to hide among the trees, turn to section 188. If you prefer to untie one of the wagon's horses and charge toward the pack, hoping to break through and escape, turn to section 16.
All your senses warn you that this place is evil. You must get away from it as quickly as possible. Turn to section 104.
Surprised, you spin around to see a burly sergeant rushing toward you, accompanied by two soldiers, all with swords drawn, ready to strike. Instinctively, you draw your own weapon, but just as they prepare to attack, the sergeant suddenly commands his men to haltâhe has recognized your Kai Lord cloak. The soldiers immediately sheath their swords and offer profuse apologies.
The sergeant escorts you to the Main Entrance and sends one of his men to fetch the captain of the guard. Soon, you are welcomed by a tall, dignified soldier who listens intently to your account of your perilous journey to the capital. When you finish your tale, you notice tears in his eyes. He asks you to follow him as you traverse the lavish halls of the royal palace, where everything radiates splendor and magnificence. At last, you reach a towering carved door, guarded by two soldiers clad in gleaming silver armor. In mere moments, you will stand before the King. Turn to section 350
Your Sixth Sense allows you to spot fresh tracks left by an animal's paws. These prints follow the southern path. You recognize them as those of a Black Bear, an animal known for its ferocity. You decide it is wiser to take the trail leading east. Go to 140.
Soon, the path you are following intersects with another running east-west. If you wish to go west, turn to section 130. If you prefer to head east, turn to section 15.
You are near a friendly village. Bypass the Gallows Bushes and turn to section 272.
You arrive at a small bridge. A path follows the watercourse eastward, while a much narrower trail disappears into a dense forest leading south. If you wish to
go east, turn to section 28. If you prefer to head south, turn to section
157. Finally, if you have mastered the Kai Discipline of Sixth Sense, turn to section
8.
You are dizzy but unharmed. You have fallen five meters, crashing through the ceiling of an underground tomb. The walls are perfectly smooth, making it impossible to climb out. A vaulted tunnel extends eastward from the tomb. At its entrance lies the sarcophagus of some ancient lord. If you wish to open the sarcophagus in hopes of finding valuable items, turn to section 242. If you prefer to leave the tomb and follow the tunnel, turn to section 104. Finally, if you have mastered the Kai Discipline of Sixth Sense, turn to section 65.
You must face a grimacing Glok riding its mount, whose maw bristles with sharp teeth. You must fight them both as a single opponent.
GLOK + CURSED WOLF
SKILL: 15
STAMINA: 24
If you are victorious, turn to section 265.
You pull your cape around your shoulders and blend into the rocks and foliage. Then, as you carefully observe the newcomers, a shiver of horror runs through youâit is not the King's soldiers at all. In fact, they are Drakkarim, among the cruelest servants of the Masters of Darkness. They have disguised themselves as royal army guards to move through the forest unnoticed. Your training in the Kai Disciplines has saved your life, and you silently thank your masters. Moments later, you leave the riverbank and slip into the forest, taking care not to make a sound. Turn to section 243.
The Kraans and their masters land on the path, barely three meters from where you are hiding. The Gloks leap from their scaly-skinned flying mounts and advance toward you, their spears raisedâthey have seen you. If you decide to fight them, turn to section 138. If you prefer to flee into the forest, turn to section 281.
Cautiously peering ahead, you spot three men dressed in green riding along the riverbank. They are border guards, members of a royal regiment tasked with protecting the western frontiers of the land. One of them is wounded, slumped over his horse's neck.
A pack of about twenty Cursed Wolves closely follows the three soldiers, ridden by Gloks who are firing arrows at the border guards. Soon, one of the soldiers falls from his horse and rolls onto the shoreâa black arrow has struck his right leg, embedding itself deep into his thigh.
If you wish to rush to the soldier's aid, turn to section 260. If you prefer to remain hidden and let the current carry you away, turn to section 163.
The Stone radiates intense heat and burns your hand. You lose 2 ENDURANCE points. You then wrap the Stone in a fold of your cape and drop it into a pocket of your tunic. A gemstone of this size must be worth hundreds of Crowns! You rejoice at your good fortune and mount your horse, urging it into a gallop along the southward path. Turn to section 118.
The Gloks are mountain creatures, not accustomed to chasing their prey through forests, and soon, you manage to outdistance them. Their growls and curses fade into the distanceâthey have given up the chase. You take a short break to catch your breath and check your equipment. Then, you resume your journey after carefully stowing away the few items you managed to salvage from the monastery's ruins. The image of its smoldering remains returns to your mind, and you clench your teeth as the forest thickens around you. Turn to section 19.
As the wagon passes in front of you, you leap forward and manage to grab hold of it, landing on the lower rung of a small ladder leading to the rear door of the vehicle. Carefully, you pull yourself up, struggling to keep your grip, when suddenly, the upper part of the door flies open. A furious bodyguard's face appears in the doorway.
If you wish to explain that you are a Kai Lord carrying an urgent message for the King, turn to section 132. If you choose to offer him gold to pay for your journey to the capital, turn to section 12. Finally, if you decide to attack the guard with your weapon, turn to section 220.
You reach a small bridge spanning a fast-flowing stream. On the other side, the path leads south. You decide to cross the bridge and follow the trail. Turn to section 204.
You stumble backward and pass through the entrance door in retreat, your hands clenched over your burning chest. Smoke billows from the shop, and you must flee before the Sage and his Thief catch you. You manage to reach the main street and disappear into the crowd. Turn to section 7.
About an hour later, the Kraans and their fearsome riders disappear westward. The refugees, still trembling with fear, emerge from the forest just as you hear galloping horses approaching your location. They are soldiers of the royal cavalry, wearing the white uniforms of His Majesty's army. If you wish to signal them, turn to section 183. If you prefer to continue south along the edge of the forest, turn to section 200.
The Giant Gourgaz lies at your feet. His companions hiss in rage, casting furious glances at you before leaping from the bridge. Arrows rain down again as the Prince's soldiers form a protective wall around you and their dying leader with their shields.
The gravely wounded Prince meets your gaze and speaks his final words: 'Kai Lord, you must deliver a message to the King, my father. The enemy is too strongâwe cannot hold them. Our salvation lies in Durenor; His Majesty must send for what can spare us from defeat. My father will understand what I mean. Take my horse and ride to the capital. May the Gods watch over you on your journey!'
With a heavy heart, you bid farewell to the Prince, mount his white stallion, and gallop south along the forest path. Behind you, the enemy resumes its assault on the bridge, and the echoes of a fierce battle linger in your ears. Reach section 235.
You have been running for nearly two kilometers when three soldiers suddenly emerge from beneath a small bridge. They order you to stop and place your weapons and all your equipment on the ground. Their uniforms are stained with blood, and they have neglected to shave. Their leader wears the tunic of the Toran garrison.
If you decide to obey them, turn to section 205. If you prefer to prepare for battle, turn to section 180. If you wish to ask what they want, turn to section 232. Finally, if you have mastered the Kai Discipline of Sixth Sense, turn to section 45.
As you feel the wind from its wings on your back, you throw yourself from your horse and roll, coming to a stop in the mud of a roadside ditch. You are unharmed and spring to your feet, racing toward the shelter of the treesâbut you still have about thirty meters to cover, and the Kraan is preparing to dive at you once again. Turn to section 188.
The path is wide and leads straight into a tangle of undergrowth. The trees here are exceptionally tall, and an unusual silence pervades the area. You travel more than two kilometers when, suddenly, you hear the beating of wings above you. Looking up, you shudder in horror as you see the dark and menacing silhouette of a Kraan diving toward you. If you decide to draw your weapon to fight it, go to 229. If you prefer to try fleeing south, deeper into the forest, go to 99.
Soon, you reach another crossroads. If you want to go east, turn to section 6. If you prefer to head north, turn to section 35. If you believe it wiser to go south, turn to section 167. Finally, if you choose to turn west, turn to section 42.
Focusing your Kai Lord power on the lock, you visualize its mechanism. It appears old and worn but still functional. Just as your concentration weakens, you hear a faint clickâthe lock has yielded. You carefully remove the pin, and it falls to the ground. As the granite door swings open, dim cemetery light floods the tomb.
The passage outside is overgrown with thorns that scratch your face and hands as you pull yourself free. Suddenly, as you emerge into the open air, a noise startles you. You turn and see the decayed head of a corpseâa grinning skull gazing at you. Overcome with blind panic, you sprint at full speed, racing through the dreadful cemetery toward the southern gate of the capital. Turn to section 61.
You cautiously peer behind the rock and see a soldier lying on his back, his sword and shield beside him. The shield bears the image of a white Pegasusâthe emblem of the Prince of Sommerlund. This soldier is part of the Princeâs guard; his uniform is torn, and you notice a deep wound on his arm. As you approach, he blinks and pleads, 'Heal meâI can no longer feel my arm.'
If you have mastered the Kai Discipline of Healing and wish to use it to aid this man, turn to section 216. If you have not mastered this Discipline or choose not to use it, turn to section 31.
You rush down the steep hillside in a cloud of dust and loose stones. The Kraan continues circling above your head as if guiding the Gloks toward you.
Roll the dice on this window to obtain a number:
Night falls, and soon you find yourself in total darkness. There would be no point in continuing your journey, as you would surely lose your way. So, you tie your horse to a tree, lie down on the ground, wrap yourself in your cloak, and drift into a restless sleep. Turn to section 18.
The small shop is dark and damp. The walls are lined with shelves filled with books and bottles of all sizes and colors. As you close the door, a small black dog starts barking, and a bald man emerges from behind a large screen. He greets you politely and asks if he can be of assistance, offering you a selection of herbs and potions displayed in the compartments of a glass counter.
If you wish to take a closer look at these products, turn to section 152. If you prefer to decline his offer and leave, turn to section 7. Finally, if you have mastered the Kai Discipline of Sixth Sense, turn to section 198.
You dive for coverâjust in time, as a volley of black arrows erupts from the forest, whistling through the air to strike the spot where you stood moments ago. You pull your cape tightly around your shoulders; its green color helps you blend into the vegetation as you sprint deeper into the forest, desperate to escape your attackers.
The area is swarming with Gloks, and you must flee as quickly as possible. You run without stopping for over an hour and finally reach a forest path leading straight east. You decide to follow it, constantly scanning your surroundings for any sign of an approaching enemy. Turn to section 13.
You spin around and dash toward the staircase. A fraction of a second later, a massive stone block crashes to the ground right behind you. The entrance to the room you just left is now completely blocked. As you rush outside, you spot the hunched silhouette of an old druid raising his staff.
An instant later, a lightning bolt explodes at your feetâyou narrowly avoid it and sprint down the hillside, frustrated at the lost time but silently thanking your Sixth Sense for saving your life.
Turn to section 106.
Seeing that you have slain his son, the Sage turns on his heel and flees through the back door of the shop.
You find 12 Gold Coins in the Thief's purse and 4 more in a wooden box stored beneath the counter. You then examine the potions and the magic wand, only to realize they are mere imitations with no real value.
There is nothing in the shop worthy of your attention, and you leave to return to the main street. Turn to section 7.
Soon, you reach a forest path running north to south. If you wish to follow the narrow trail northward, turn to section 240. If you prefer to head south, turn to section 5.
Holding your breath, you tighten your grip and prepare to strike. The tension is unbearable. The Gloks are so close that you can smell the foul stench of their unwashed bodies. You hear them muttering curses in their strange dialect before leaving the area near the cave, climbing toward the hilltop.
At last, when you are sure they have moved away, you breathe again and wipe the sweat streaming down your face.
If you wish to explore the cave further, turn to section 33. If you prefer to leave the area and descend the hill, fearing the Gloks might return, turn to section 248.
A fierce battle unfolds on a stone bridge ahead. The clash of weapons, the cries of warriors, and the neighing of horses echo through the forest. At the heart of the fray, you spot a familiar figureâthe Prince Pellagayo, son of the King. He is locked in combat with a massive Gourgaz, who brandishes a Black Axe above his scaled, grayish head.
Moments later, the Prince falls from his horse, collapsing onto the bridgeâan arrow has pierced his side.
If you wish to rush to his aid, turn to section 255. If you prefer to flee into the forest, turn to section 306.
The soldiers seem to believe your story and bow respectfully in recognition of your rank as a Kai Lord. One of them pulls on a thick rope hidden in the wall, and the heavy gates begin to open immediately. The guards then escort you into an inner courtyard as the gates close behind you.
Turn to section 139.
You dive into the undergrowth just as the monster was about to seize you in its sharp claws. You hear its cry as it passes over your head, and you see it turn in the air to prepare for another attack. You then get back on your feet and push deeper into the dense forest to find shelter. Go to 222.
The icy corridor suddenly veers east, and in the distance, you see a greenish glow casting a faint light. Soon, you realize the corridor leads to a large chamber, and the eerie light emanates from a kind of chalice resting atop the high back of a granite throne.
In front of the throne stands a statue on a pedestal, depicting a winged serpent with its body forming the shape of an S.
If you wish to sit on the throne, turn to section 161. If you prefer to examine the statue, turn to section 133. Finally, if you believe it would be wiser to search for an exit to leave this place, turn to section 257.
The turmoil of battle fades behind you, but in the silence that follows, an inner voice calls you a coward and reproaches you for abandoning a man in danger. You then try to silence your conscience by telling yourself that your mission is far more importantânot just the life of that young magician is at stake, but the lives of all your fellow citizens if you don't reach the capital of the kingdom alive.
Suddenly, a little further ahead, you spot a pack of Gloks. You immediately take cover to escape them, but it's too lateâthey've seen you. Now, the only option left is to run as fast as you can. Go to 281.
You descend the rocky slope of the hill toward the Cemetery of the Ancients and spot in the distance the strange cloud of mist that permanently envelops these bleak and eerie grounds. This sinister fog, which never lifts, is so dense that it prevents the sun from shining on the graves. As you approach the cemetery, the air grows cooler and soon turns icy. With a feeling of dread, you step into this grim necropolis. Go to 284.
The path, covered in undergrowth, soon forks, and another trail leads east. If you wish to take this new eastern path, go to 13. If you prefer to continue your journey toward the northeast, go to 287.
The walls are damp and covered in mold. A musty smell hangs in the air, nearly suffocating you, while cobwebs brush against your face. Fear grips your throat as the tunnel darkens, yet you push forward and soon reach a junctionâwhere the tunnel leads into a north-south corridor. If you wish to go north, go to 26. If you prefer to head south, go to 100.
A little further ahead, you spot a raven, its jet-black feathers gleaming, perched on the branch of an ancient oak. If you have mastered the Kai Discipline of
Animal Communication, you may call this bird by going to 298. Otherwise, go to
335.
Later, you arrive at the edge of a stream with icy waters, its strong current churning. Its foam-white waters rush over mossy rocks and vanish into the distance, heading east. If you wish to follow the stream eastward, go to 263. If you prefer to trace its course upstream, go to 334.
You dash across the room, using your weapon to smash the skulls, which shatter into countless fragments. Each skull is filled with a bubbling, gray jelly that begins to quiver and change shape. On the glistening surface of this strange substance, bat wings and suction cups soon appear. Overcome with horror and disgust, you rush toward the corridor and leave the area just as a heavy portcullis crashes down at the room's entrance, barring access. Go to 23.
Everything seems to unfold in slow motion as you trace a wide arc through the air. Below, in the street, you see the crowd swarming across the width of the road, and on your right, you spot a sparrow's nest nestled in a gutter. You then hear their frantic chirping as you crash onto the roof opposite. Unfortunately, this is the last thing you will hear, as the tiles give way under the impact, and you fall through the four floors of the Green Slipper Inn. Needless to say, you break your neck multiple times, leaving behind nothing but a pitiful heap of shattered flesh and bones. Your mission ends here, along with your life.
Under the rug, you find nothing but dust! You may now examine the bottles by going to 164. You can also leave the cabin and inspect the stable; in that case, go to 308.
You hurl the stone with all your might, aiming for the Glok's head, but the creature ducks, and your projectile whistles past its ears without hitting it. You must act quickly if you want to save the Sorcerer. Go to 55."
A few minutes after leaving the crossroads, you spot a small log cabin further ahead beside a stable. You approach and peek into the cabin through the windowpane. The place seems deserted. If you wish to enter the cabin, go to 57.. If you prefer to inspect the stable, go to 308..
Suddenly, the large boulder behind which you were hiding rolls over, pushed by two screaming Gloks facing youâclearly intent on killing you. The entrance to the cave is narrow, allowing you to fight only one Glok at a time. You will have to face them one after the other.
SKILL | STAMINA | |
---|---|---|
First GLOK: | 13 | 10 |
Second GLOK: | 12 | 10 |
If you emerge victorious, you may explore the cave further by going to 33.. However, you can also leave the area and descend the hillside; in that case, go to 248..
You have been walking for more than half an hour when you spot bright red flowers growing on a small mound. You immediately recognize the plantâ Laumspur, a rare herb highly sought after for its healing properties. You gather a generous handful of it and store it in your Backpack. Eating this herb will help you regain ENDURANCE points. Each dose of Laumspur restores 3 ENDURANCE points, and you have collected the equivalent of 2 doses. You close your Backpack and continue on your way.
If you wish to head northeast, go to 347.. If you prefer to go east, go to 295..
You urge your horse to lie down and cover both yourself and the animal with branches and dead leaves. You hear the beating wings of the Kraan as it flies above the treesâcircling overhead for a moment before heading back across the lake in the opposite direction. Fearing it might return with some of its companions, you decide to leave as quickly as possible. Go to 239.
You stagger into the first house and collapse onto the floor, completely exhausted. The scent of cooked meat reaches you, and you spot a pot hanging above the embers of a dying fire. A large oak table stands in the center of the roomâclearly, the houseâs inhabitants left in a hurry earlier that morning. On the table, a jug of water and a loaf of bread sit untouched.
If you want to quickly eat a Meal, go to 150. If you wish to inspect the house, go to 177. If you prefer to leave immediately and resume your journey, go to 83.
Black arrows rain down around you as you haul yourself out of the muddy water. You rush toward the trees, taking cover while you wait for the Gloks to leave the opposite shore. Once the coast is clear, you resume your journey toward the capital. Go to 321.
The man is gravely wounded, and his death is near. If you have mastered the Kai Discipline of Healing, you can somewhat ease the pain of his wounds, but he is in such dire condition that your skills alone will not be enough to save him. Soon, the man loses consciousness once again. You do your best to make him as comfortable as possible, laying him beneath a great oak before continuing your journey northeast, weaving your way through the dense forest. Go to 330.
You spur your horse into a gallop along the straight path. On the horizon, you glimpse the outline of Holmgard, its towering walls and gleaming spires shimmering under the sun's rays. The trail you follow soon merges with a great north-south roadâthe main route connecting the port of Toran to the capital. You head toward Holmgard, keeping a watchful eye on the clear sky, wary of the possible silhouette of a Kraan. Go to 224.
The Noose Brushes tear through your cloak, scratching your arms and legs as you push your way through their tangled thorns. Fifteen minutes later, you finally emerge from the bushes and continue your journey, now weaving through the trees with unsteady steps. The wounds inflicted by the Noose Brushes cost you 2 ENDURANCE points, which must be deducted from your current total. As you keep moving, dizziness overtakes you, and your eyelids grow heavy. Soon, you reach the edge of a steep, tree-covered slope.
If you wish to slide down the slope carefully to avoid falling, go to 226. If, however, you prefer not to risk descending in your drowsy state, you will follow the edge by heading to 38.
You hear the crazed and bloodthirsty Gloks slaughtering the other horses of the wagon. You glance over your shoulderâthe Kraan is circling in the air. Does it intend to attack you, or is it interested in something else? The growing black shadow all around you leaves no doubtâit is coming for you. In fact, the Kraan is now diving at an incredible speed!
If you wish to wait until it is almost upon you and then leap from your horse at the same moment, go to 84. If you prefer to gallop toward the trees to take cover, go to 171. If, instead, you think it wiser to lower your head and pray to the heavens for protection while riding straight ahead, go to 54.
After a few minutes of walking, you spot the silhouette of a man dressed in red, standing in the middle of the path. He has his back turned to you, and a hood covers his head. The black raven you saw earlier is perched on his outstretched arm.
If you wish to call out to this man, go to 342. If you prefer to approach him cautiously, go to 309. Finally, if you believe it wiser to draw your weapon and attack, go to 283.
As soon as the horse senses that you are communicating directly with it, it calms down. You then approach the magnificent stallion and gently stroke its head in a reassuring gesture. You can feel that it is now unsure whether it should still be afraid. You mount its back and urge it forward along the path, once again heading south. Go to 206.
As the creature dies, its body dissolves into a repulsive, greenish liquid. You quickly notice that the grasses and plants touched by this steaming substance shrivel and perish instantly. Among the withering vegetation, a sizable Precious Stone emerges near the decaying remains. Further down the path, you spot a pack of Gloks rushing toward you.
If you wish to pick up the Precious Stone, go to 304. If you prefer to flee immediately, running as fast as you can, go to 2.
In the box, you find 15 Gold Coins and a Silver Key. If you wish to keep the Key, write it on your Adventure Sheet under the Special Items section. You may continue exploring the tunnel by going to 211. Alternatively, you can descend the hillside by going to 106.
The path leads to a large clearing. You immediately notice strange clawed footprints on the ground. Clearly, Kraans have landed here. Judging by the number of prints and the area they cover, at least five of these repugnant creatures gathered here within the last twelve hours. On the other side of the clearing, two paths lead into the forest. One heads west, the other south. If you wish to take the southern trail, go to 27. If you prefer the western path, go to 214. Finally, if you have mastered the Kai Discipline of Sixth Sense, go to 301.
You ride deeper into the forest, silently grateful to the Prince for giving you such a fine horse. Despite the ground being entirely covered in a tangle of bushes and roots, the white stallion has yet to make a single misstep. Soon, the Cursed Wolves are far behind, and you bring your horse to a halt. The light is beginning to fadeâit is almost night now.
If you wish to continue forward in the same direction, go to 46. If you prefer to head left (parallel to the path you left far behind), go to 143.
After an hour of walking, the Drakkarim suddenly stop as an enormous creature covered in gray scales approaches along the path. When the repugnant beast draws near, its fetid breath makes you grimace. The monster lets out a roar and grips your head between its webbed claws. You then hear a sickening crackâ your spine has broken at the neck. It is the last sound you will ever hear in this world, for you die instantly. Your mission ends here.
You cautiously push aside the foliage, and a horrific sight unfolds before you: a short distance away, in a small clearing, three Gloks have tied a man to a post and are setting fire to a pile of brush at his feet. His tunic marks him as a Border Rangerâa member of the regiment tasked with guarding the western frontiers of the kingdom near the Durncrag Mountains. The man has been brutally beaten and is barely conscious.
If you have mastered the Kai Discipline of Hunting, go to 297. Otherwise, your only option is to attack the Gloks to save the soldier's life. In that case, go to 336.
You reach the city's main gate and gaze in awe at the towering walls rising before you. Sixty meters high, the fortifications of Holmgard have withstood both Time and the Darklords. You and the officer sprint through the hundred-meter-long tunnel cutting through the fortified post, finally arriving at the entrance to the great Watchtower. Civilians and soldiers bustle about, each absorbed in their duties.
If you wish to continue following the officer, go to 3. If you believe you will reach the citadel that houses the King's Palace faster on your own, go to 144.
You soon arrive at a small clearing. In its center, you find a bench carved from the trunk of a tree.
You are hungry, and you must eat a Meal, or you will lose 3 ENDURANCE points. Once you have finished eating, you may leave the clearing to the south by going to 28. However, if you prefer to take the narrower path leading east into the forest, go to 201.
You have traveled about five hundred meters when you hear screams and sounds resembling thunderclaps. As you approach, you soon recognize a familiar clearingâthe site of Raumas, an ancient forest temple. A group of twenty-five to thirty Gloks are attacking the ruins, encircling them. More of their kind lie dead or dying among the marble remnants of the temple.
Despite their losses, the surviving Gloks continue their assault. Who is hiding within? You do not yet know. Suddenly, a lightning bolt strikes the front ranks of the attackers, sending armored creatures tumbling in all directions. One among them, taller than the rest and clad head to toe in thick black mail, curses his comrades and whips them forward with barbed iron lashes.
You draw your weapon and cautiously advance, keeping hidden within the foliage. Then, to your astonishment, you see that the lone defender of the temple ruins is a young manâno older than yourself. His sky-blue robe embroidered with stars reveals his identity: he is a young Thaumaturge from the Guild of Magicians of Toran, an apprentice in white magic.
Five Gloks, spears raised, charge at him. He quickly retreats into the ruins. Turning, he raises his left hand, and at that instant, a blue lightning bolt erupts from his fingertips, striking the howling creatures.
Nearby, another Glok dashes around the ruins and climbs atop one of the temple's pillars. A long, curved-blade dagger clenched between its teeth, it prepares to leap down upon the young sorcerer standing below.
If you wish to shout a warning to alert the sorcerer of the looming danger, go to 241. If you prefer to rush forward and attack the Glok as it jumps, go to 55. If instead you decide to grab a stone from the ruins and hurl it at the Glok's head, go to 302. Finally, if you believe it wiser to leave this battlefield and continue your journey by returning to the forest, go to 101.
The bodyguard eyes you suspiciously and slams the door in your face. You hear voices inside the wagon, then suddenly, the door opens again, revealing the face of a prosperous merchant. He immediately recognizes your Kai Lord cloak and apologizes for his servant's behavior.
He invites you into the wagon and explains that he has been attacked several times since leaving the port of Toranâby Kraans and bandits alike. His bodyguard assumed you might be a brigand, which explains his reaction. The wagon is filled with silks and spices. The merchant offers you something to eat, and you gratefully accept. After a lavish meal, exhaustion from your trials finally overtakes you, and you drift into a deep sleep.
Go to 64.
As you approach the statue, cracks begin to form across its surface. Suddenly, it shatters before you, revealing a true winged serpent, now freed from its stone shell, that attacks ferociously. You must fight the creature.
WINGED SERPENT
SKILL: 16
STAMINA: 18
Your opponent is immune to the Kai Discipline of Psychic Power. If you emerge victorious, go to 266.
Your Kai Lord abilities allow you to detect traces of Gloks all around the clearing. The footprints are fresh, leaving no doubt that these cruel servants of the Darklords were here less than two hours ago.
If you decide to inspect the houses, go to 305. If you prefer to avoid the clearing, go to 40.
Upon reaching the edge of the riverbank's escarpment, you glance down and spot a tangled mass of wooden debris carried there by the current. A large tree trunk, in particular, has washed ashore beside a small canoe.
If you wish to use the tree trunk to travel down the river, go to 223. If you prefer to use the canoe, go to 4.
The Gloks move closer, crouching, ready to pounce. You spot the jagged tips of their spears and hear the guttural sounds of their speech.
'Rob Gaye Oring Ahrr oho key! Pamark élbhûtt!' cries the larger of the two creatures, attacking you immediately.
You must fight the two Gloks one after the other. You gain one SKILL point due to the advantage of your elevated position on the terrain.
SKILL | STAMINA | |
---|---|---|
First GLOK: | 13 | 10 |
Second GLOK: | 12 | 10 |
If you emerge victorious, go to 313.
When the last of these repulsive creatures finally dies, the eerie green light begins to fade. You then notice that within each shattered skull lies a Precious Stone. You gather these twenty Stones just before the glow vanishes completely, plunging the crypt into total darkness.
Don't forget to record these Precious Stones on your Adventure Sheetâthey are now stored in your pouch. You quickly leave the Crypt and continue your journey.
Go to 23.
You draw your weapon and step forward to face the enemy. You must fight two Gloks one after the other.
SKILL | STAMINA | |
---|---|---|
First GLOK: | 13 | 10 |
Second GLOK: | 12 | 10 |
If you emerge victorious, go to 291.
The courtyard is bustling with activity. Cavalry scouts stand beside their horses, awaiting orders from their unit commanders gathered at Headquarters, who are assigning them messages to deliver. Every moment, one of these men rides off at full gallop, carrying a dispatch meant for the officers stationed at the fortified camp. No sooner have they departed than others return, breathless and often wounded.
You have taken a dozen steps into the courtyard when a sudden voice rings out: 'Stop that man!' it commands.
Go to 66.
You find yourself in a clearing at the center of which stands a precarious tower, built from roughly hewn tree trunks. At the base of the tower, three paths branch off in different directions. If you wish to take the path leading south, go to 222. If you prefer the one heading east, go to 252. If the southwest path seems more appealing, go to 215. Finally, if you feel inclined to climb the tower, go to 36.
Your Sixth Sense warns you that some of the creatures that attacked the monastery remain nearby, inspecting both paths in search of potential survivors to slaughter. However, you can avoid these trails by cutting through the undergrowth of the forest.
If you wish to head south, go to 56. If you prefer to make your way through the dense foliage stretching northeast, go to 333.
You see the towering white walls and shimmering spires of Holmgard, its banners fluttering in the crisp morning breeze. To the west, the Eledil River bursts forth from the Durncrag Mountains and flows into the Holm Gulf. Then, suddenly, at the shadowy base of the mountains, you spot a vast army clad in black uniforms, relentlessly marching toward the capital.
To your right, the main road leads to Holmgard across the plains. If you run fast, you could reach the fortified camp surrounding the city within an hourâbut for most of the way, you'd be completely exposed, making you an easy target for the Kraans.
A short distance ahead, however, a wide, muddy river lazily winds toward the Eledil, eventually merging with it. You could use the riverbank's steep edge to swim under cover and reach the capital unseen.
To your left lies the Cemetery of the Ancients. By walking among the crumbling tombs and broken monuments, you might evade prying eyes and edge closer to your goal. Yet, this is a forbidden placeâdark forces lurk in the shadows of the necropolis, waiting for a reckless traveler to fall prey to their curses.
If you wish to take your chances on the main road, go to 58. If you believe the river offers a safer route to the capital, go to 135. Finally, if you are brave enough to risk the Cemetery of the Ancients, go to 102.
You soon emerge from the forest onto a great roadâthe one that connects the port of Toran to the capital. You spur your horse into a gallop; if all goes well, you should reach Holmgard by morning.
Go to 149.
You elbow your way through the crowded main street. A short distance ahead, you spot the massive silhouette of the citadel housing the King's Palace. The people of Holmgard, gripped by panic, scatter in all directions, while the cries of Kraans echo from the sky above the city. In the chaos, someone steals one of the items from your Backpack. If you no longer have a Backpack, a weapon is taken instead. Cross out the lost item or weapon from your Adventure Sheetâ you choose what has been stolen. A runaway horse pulling a cart suddenly rushes past, crashing into you and throwing you against a carriage door. Half- stunned, you lose 2 ENDURANCE points. You stumble to your feet, but at that moment, the door flies open, and a decrepit old man lunges at you, brandishing a meat knife. He is completely insane, and you must either fight him or attempt to flee.
You feel as though you have been run over by a cart. You fall forward and lose consciousness, overwhelmed by a terrible pain in your back and an unpleasant taste in your mouthâthe taste of the dust covering the road. Go to 165.
You have ridden two kilometers when you are suddenly thrown from your mount by an arrow that grazes your forehead. You lose 3 ENDURANCE points. As you get back to your feet, you see a band of Drakkarim emerging from the forest on both sides of the roadâthey have set an ambush for you. You must flee immediately and take cover among the trees. Go to 154.
After walking for a few minutes, you pass by a small hut covered in moss, built away from the path. You are hungry, and you must eat a Meal, or you will lose 3 ENDURANCE points. You soon notice that the path turns east.
You kick open the door and rush into the farmhouse. A Kraan rises into the air, letting out a victorious cryâit grips a victim in its sharp talons. You regain your balance and glance aroundâthe place is deserted. Approaching the fireplace, you spot a Warhammer leaning against the wall. You may take it if you wish.
As you ride along the main road, the daylight fades more and more; soon, night will fall completely, and you will no longer be able to see the dangers lurking in the shadows. You decide to stop at the edge of the forest and hide there until morning, taking the opportunity to rest. You prepare a secure hiding place and settle in, wrapped in your green Kai Lord cloak. Moments later, you drift into a dreamless sleep. Go to 256.
Though slightly overcooked, the food tastes delicious (though there is not enough for a full meal), and the clear water quenches your thirst. You have spent about half an hour in this house when you suddenly realize you are falling behind. Gather your belongings and resume your journey by going to 83.
By focusing on the keyhole, you may be able to activate the internal mechanism and push back the bolt using only your mental strength. You will then levitate the pin to free it from its fastenings. By operating remotely in this way, you will remain out of reach of any potential traps that might trigger when the lock is opened. To find out whether your Psychic Mastery of Matter proves effective in this instance, go to 87.
The herbalist offers you a wide selection of potions: some enhance your strength, others make you invisible, still others grant you the ability to slip through tight spaces, and there are even those that allow you to take on a gaseous form. Then, the man opens a drawer at the bottom of his counter and reveals a magnificent Magic Wand. According to him, it is a powerful weapon that will enable you to fight any malevolent creature effectively, making you invulnerable to your enemies' strikes. To further convince you, he invites you to read a magical inscription engraved on the wand.
In the distance, the towering white walls and shimmering spires of Holmgard rise, its banners fluttering in the crisp morning breeze. To the west, the Eledil River bursts forth from the Durncrag Mountains and flows into the Holm Gulf. Suddenly, at the foot of the mountains, you spot a vast army clad in black uniforms, advancing inexorably toward the capital. To your right, the main road leads to Holmgard across the plains. If you ride at full gallop, you could reach the fortified camp surrounding the city in less than an hourâbut for most of the way, you'd be completely exposed, making you easy prey for the Kraans. A short distance ahead, however, a wide, muddy river lazily winds toward the Eledil, eventually merging with it. You could abandon your horse and use the steep banks to swim under cover until you reach the outskirts of the capital. There is a third option: to your left lies the Cemetery of the Ancients. If you walk among the crumbling tombs and ruined monuments, you will easily approach your goal while remaining unnoticed. However, this is a forbidden placeâdark forces lurk in the shadows of the necropolis, waiting for a reckless traveler to fall prey to their malevolence.
Your wound makes you dizzy, and you stumble among the trees like a blind man. Suddenly, you fall forward as if the ground had vanished beneath your feetâ and indeed, that is exactly what has happened. You have been sent headfirst into a bear trap. You look up and see the silhouettes of four Drakkarim, bows drawn, arrows aimed at you. All four fire at once, and you hear triumphant growls escaping their twisted lips, curled into a repugnant sneer. The four arrows pierce deep into your chest, and all light fades. Your mission has failed.
As you approach, their conversation comes to an abrupt halt. From the expressions on their faces, you can see that these people recognize you as a Kai Lord. Then, slowly, one of the men extends his hand toward you in a friendly gesture. 'Lord,' he says, 'we have heard that the Kai Monastery was destroyed and all who lived there were mercilessly slaughtered. Thankfully, your presence here proves that those were only false rumors. We feared that all was lost.' You choose not to reveal that the Monastery was, in fact, annihilatedâit would only strip away all hope from these men and women who have fled the city of Toran, devastated by enemy forces. They had to abandon all their possessions and now wander the roads, trying to escape the war, clinging to the hope that the Kai Lords will lead Sommerlund's army to victory. From their accounts, you learn that the port of Toran was attacked by sea and air, and that the armies of the Darklords vastly outnumbered the city's garrison. Despite their valor, the King's soldiers were ultimately forced to yield. You do your best to reassure these unfortunate refugees, affirming that Sommerlund will never fall into the hands of the invaders. Then, wishing them good fortune in their long exile, you continue on your way. Go to 70.
Black arrows embed themselves in the mud all around you. More Gloks have appeared on the steep riverbank, firing upon you. On this side of the water, there are no trees to provide cover.
The forest begins to thin, and soon you spot a road a little farther ahead. A dense crowd occupies the entire width of the roadwayâmen and women pulling carts filled with belongings, furniture, and clothing. These are refugees fleeing from the northern part of the kingdom.
The key fits perfectly into the lock, and you have no trouble opening it. You swing the door on its hinges and find yourself face-to-face with a strange old man holding a staff in his right hand. Suddenly, a bolt of lightning shoots from the staff, striking you directly in the chest. You lose 6 ENDURANCE points. Gasping in pain, you still manage (if you have not died instantly) to shove the old man aside with your shoulder and sprint up a steep staircase leading to daylight. You are halfway up the steps when the old man unleashes another bolt from his staff. Use the Random Number Table to determine an outcome:
If you have survived, you emerge into the daylight, cursing your misfortune. You have stumbled upon the secret temple of a malevolent druid sectâand you barely escaped with your life. Now, you hurry toward the path descending on the other side of the hill. Go to 106.
The merchant refuses your offerâhe will not allow you to board the wagon. Then, suddenly, he snaps his fingers at one of his bodyguards, who immediately grips the hilt of his weapon.
Roll a dice to obtain a number:
As you sit down, the Stone Serpent begins to move. Cold sweat beads on your forehead as you grip your weapon with a trembling hand, ready to defend yourself against a possible attack. Suddenly, a red, forked tongue darts from the head of the strange statue and plunges into the green glowing chalice positioned on the throne's backrest above you. Slowly, the forked tongue withdraws, holding a Golden Key, which it drops onto your lap. Moments later, a panel in the eastern wall slides open, revealing the entrance to a secret passage. You take the Key (note it on your Adventure Sheet under "Special Items") and hurry to leave through this unexpected exit. Go to 209.
You approach these men and call out to them. But as they turn toward you, your blood runs cold and your heart pounds wildlyâfor they are disguised Drakkarim. Upon seeing you, they rush forward, binding your wrists and ankles before dragging you along a path. They take your Backpack and Weapons, but they do not search the pockets of your cloak, leaving your Gold Coins undiscovered. You hear them muttering menacingly as they carry you toward their hideoutâclearly, they are deciding your fate, and the outlook is far from promising.
After about half an hour, you feel the current growing stronger. A little farther ahead, the river bends, its waters churning into a powerful whirlpool that will drag you under if you get caught in it. You decide to swim toward the right bank and continue your journey on foot. Your equipment remains intact, and you have lost nothing to the river's waters. Go to 321.
You cautiously uncork each bottle and sniff its contents. They all appear to be different kinds of wine. But suddenly, a smaller bottle, wedged among the others, catches your attention. It is filled with an orange liquid, and its scent is familiar to youâit is Alether Essence, a powerful potion that increases your strength. You may keep this vial and drink its contents at the beginning of a battleâyour SKILL score will increase by 2 points for the duration of the fight. This dose of Alether Essence is single-use, meaning you can only benefit from it once. Write down this Potion in the "Special Items" section of your Adventure Sheet, and don't forget to erase it once you have consumed it. You now decide to inspect the stable by going to 308.
You wake up trembling with fever. Blurred images pass before your eyes, then fade away. Your back aches terribly, and you cry out in pain. A few moments later, you feel the cool touch of a damp cloth on your forehead and, through the haze clouding your mind, glimpse the worried face of a young woman. An old man whispers something in her ear before disappearing from your field of vision. The young woman kneels beside you and softly murmurs a few words of comfort. But soon, the light fades once more, and you sink back into darkness. Go to 212.
You are in the presence of a highly malevolent force. A powerful, invisible entity is trying to subdue your mind, and you must gather all your energy to resist. This intense struggle puts you in grave danger of losing your sanity. You endure a long and arduous trial, during which all manner of terrifying, supernatural, and phantasmagorical apparitions try to lure you into their world of madness. Temptation and horror swirl in your mind, and it is only with great difficulty that you emerge victorious from this harrowing ordeal. You lose 4 ENDURANCE points, and you stumble into the tunnel, your steps unsteady. Go to 104.
You have traveled about two kilometers when you spot two legs sticking out from behind a large rock.
You climb to the top of the luxurious wagon and settle among the trunks and suitcases. Night will soon fall over the great road. A cool wind blows from the west, forcing you to wrap your cape tightly around yourself to keep warm. Below, inside the wagon, you hear people talking, and the delicious scent of roasted meat drifts up to you. The smell reminds you how hungry you areâyou must eat a Meal, or you will lose 3 ENDURANCE points. Fatigue quickly overtakes you, and soon, you drift into a restless sleep. Go to 64.
As you pass by the skulls, each one slowly pivots as if tracking your every move. You now stand in the middle of this burial chamber when, suddenly, you hear the sound of bones snapping. Monstrous forms emerge from the skulls, spreading wings akin to those of bats. Ten of these slimy-skinned creatures attack immediately, and you must fight them as a single opponent.
CRYPT MONSTERS | SKILL | ENDURANCE |
---|---|---|
16 | 16 |
After delivering the first attack (mandatory), you will have the chance to flee down the corridor.
The tunnel is dark, and the air inside is much colder than outside. You move forward cautiously, feeling along the wall. After about three minutes in total darkness, you suddenly catch a repulsive stench of rotting meat. If you have a Torch and a Tinderbox, you may use them to light your way. Suddenly, a heavy mass drops from the tunnel ceiling, landing on your back. The impact causes your legs to buckle, and you collapse to your knees. It is a Deep Lurkerâ attacking you, attempting to strangle you with its long, slimy tentacles.
SKILL | ENDURANCE | |
---|---|---|
DEEP LURKER | 17 | 7 |
If you do not have a Torch to light your way, you must reduce your total SKILL by 3 points for the duration of the battle. The Deep Lurker is immune to the Kai Disciplines of Psychic Power and Animal Communication.
You have reached the edge of the woods when your horse suddenly rears, letting out a whinny of pain. The Kraan has driven its sharp talons into the hind legs of your mount and is trying to unseat you with powerful beats of its wings. Meanwhile, the wicked Glok lets out triumphant cries as it brandishes its spear. You leap to the ground and dash for cover among the trees, leaving behind your unfortunate horse, which writhes in agony beneath the Kraan's claws. Go to 303.
Night falls, and the darkness soon engulfs you. Continuing your journey would be futile, as you would surely lose your way. You tie your horse to a tree, settle onto the ground, and wrap yourself in your Kai Lord cloak, drifting into a dreamless sleep. At dawn, the distant sound of galloping hooves awakens you. Across the lake, you spot Drakkarim silhouettes and a pack of Cursed Wolves. A Kraan appears above the trees, landing on the roof of a small cabin. Its riderâa figure clad in redâsits atop it. Moments later, the fearsome creature takes flight once more, heading straight toward your hiding place.
As you reach the door, a massive stone block falls from the ceiling, crashing to the ground just behind you. You spin around and realize that the exit is now completely blocked.
After drifting for about an hour, you notice the current growing stronger. In the distance, you spot a whirlpool forming where the river bends. The rushing waters pull you toward the swirling vortex, which could mean drowning if you get caught in it. You have no choice but to dive into the murky waters and swim toward the shore. Unfortunately, as you struggle to escape the current, your Backpack and Weapons come loose, sinking into the depths of the river. Deprived of your equipment, you finally climb onto the wooded shore, exhausted but alive. Go to 190.
You signal to the horsemen, recognizing them as Border Guards from the King's army. They belong to the regiment tasked with watching over the western borders of the Kingdom, which are often under threat. However, your relief at encountering allies is short-livedâfor you quickly realize that these soldiers are being pursued by howling Gloks, riding Cursed Wolves. Black arrows rain down around the Border Guards as their terrible pursuers close the distance.
You hide behind thick bushes, hoping that the Cursed Wolf and its rider won't notice your white horse. By luck, your deception succeedsâthe malevolent creatures pass right by without spotting you, then move away along the path you just left behind.
You search every cupboard in the small house but find nothing of use. Deciding you have wasted enough time, you quickly set off again on your journey. Go to 83.
Your Sixth Sense allows you to recognize from a distance the boots and gaiters of a Royal Army soldier. You also sense that this man is wounded and in need of help.
You have been spotted by the guards, who take aim at you with their crossbows.
They see you raise your weapon and attack immediately. If you choose to engage in battle, you will fight them one at a time.
SKILL | ENDURANCE | |
---|---|---|
SOLDIER LEADER | 15 | 22 |
FIRST SOLDIER | 13 | 20 |
SECOND SOLDIER | 12 | 20 |
Instinctively, you dive forward to dodge the crossbow bolt. The brigand fires, and you feel the sleeve of your tunic tear as the projectile grazes your left arm. You silently thank the Gods for protecting you and sprint away. The other bandits, lacking crossbows or bows, quickly abandon the chase. Moments later, they are far behind, and you are safe. You have lost your equipmentâbut not your life. You pause briefly to tend to the wound caused by the bolt before resuming your journey toward the capital. Go to 288.
Three Border Guards from the royal army gallop along the riverbank, closely pursued by Gloks riding their fearsome mountsâCursed Wolves. Thanks to your mastery of Camouflage, you remain unnoticed, and the wicked Gloks continue their chase without glancing toward the river. Go to 174.
The officer orders his men to stop and asks what you want. You explain who you are and recount the destruction of the Monastery. Shocked by the news, he gives you a horse and asks you to follow him to Prince Pellagayo, the King's son.
The wagon spirals out of control, jolting dangerously along the roadside, scattering stones and plunging into potholes. With great effort, you manage to calm the panicked horses and bring the carriage back onto the road. Searching the vehicle quickly, you find 40 Gold Coins, a Sword, and enough food for 4 Meals. If you wish to keep any or all of these items, write them down on your Adventure Sheet. Exhausted from your ordeal, you must eat a Meal before drifting into a deep sleep. Go to 64.
You narrow your eyes, scanning the treetops for any sign of an archer. Your wait is briefâmoments later, a searing pain rips through your chest as three arrows pierce your body, knocking you backward. Two have embedded deeply in your torso, while the third has struck your thigh. Before slipping into darkness, your final vision is of the canopy overhead, forming a dome of leaves, and a dragonfly landing on the buckle of your belt. Your mission ends here.
The Kakarmis soon vanish into the dense undergrowth, leaving you aloneâand lost. You have been walking for nearly two hours when you suddenly hear the sound of running water. You decide to head toward the source of the noise. Go to 106.
Two short-furred heads emerge from behind the trunk. The creatures glance at your weapon and let out a cry of terror before leaping away and fleeing into the forest.
The shadow of the Kraan grows around you, and suddenly, the monster strikes your back, throwing you to the ground with the force of its attack.
Roll a dice to determine a number:
In either case, go to 303.
Thanks to your Kai Lord training and quick reflexes, you have escaped the treacherous swamp, which could have been just as deadly as a Kraan or a Drakkarim. Frustrated by the lost time, you hurry forward through the trees, heading south. A little farther ahead, a wide path also leads south. Go to 118.
You travel five kilometers along the river and come across the wreck of a barge. It appears that someone has made it their home, as you spot a bed and cooking utensils through a hole in the deck.
The bodyguard draws a long scimitar and prepares to attack you.
SKILL | STAMINA | |
11 | 21 |
If you are victorious, go to 24. If you wish to flee during the fight, you may jump off the caravan and go to 234.
You see the snarling, fang-lined maw of a Cursed Wolf and hear the monstrous cries of the Gloks. Two of them charge straight at you, but your horse saves you from certain death by leaping onto the Cursed Wolves, knocking them to the ground with powerful hooves. You strike a Glok with full force, and your weapon splits its head open. Then, suddenly, as if by miracle, you find yourself galloping along the main roadâyou've successfully broken through the howling pack now left behind. However, you sense a menacing presence above your head: a Kraan has just taken flight.
If you wish to leave the road and take shelter under the trees of the forest, go to 171. If you prefer to continue galloping straight ahead without worrying about the Kraan, go to 120.
The wild beast and its rider lie dead at your feet. You then notice a scroll tucked into the Glok's belt. You may take it and record it on your Adventure Sheet in the Special Items section. The other Cursed Wolves rush toward you along the path.
If you wish to fight them, go to 253. If you prefer to flee into the forest, go to 126.
You sprint toward the wagon as panic spreads through the crowd. The Kraan attack, snatching up their unfortunate victims and carrying them into a sky darkened by their immense black wings. One Kraan, larger than the others, flies over the wagon, and three screaming Gloks leap from its back, landing astride the horses of the team.
You must fight the three creatures or abandon the wagon to seek refuge in a nearby farm.
If you wish to fight the Gloks, go to 208. If you prefer to run toward the farm for safety, go to 148.
You wipe your weapon, still dripping with the bear's blood, and notice the entrance to a cave hidden behind the rocks from which the wild beast emerged.
If you wish to explore the cave, go to 59. If you prefer to continue on your way, go to 106.
You follow the man into a small adjoining library. He then pushes one of the many books lined up on the shelves, and you hear a click. Immediately, an entire section of shelves slides aside, revealing a secret passage.
If you wish to follow the man into the passage, go to 332. If you do not want to enter this dark corridor, you leave the place and return to the street by going to 144.
The Drakkarim lies dead at the bottom of the boat. He carries a saber and 6 Gold Coins, which you may take if you wish. You then throw your opponent's body into the lake and watch it disappear into the icy depths. Afterward, you pick up the pole and push the boat to the other shore, where you abandon it. Go to 172.
You sense that someone else is behind the screen, and the entire shop is steeped in a sinister aura. Be on your guardâsomething suspicious is happening here.
If you wish to return to the street, go to 7. If you prefer to examine the items displayed in the counter's showcase, go to 152.
Most of the cupboards and drawers are empty. The inhabitants of this house have taken almost everything with them; however, you manage to find enough fruit in the cellar to make a Meal. Note it on your Adventure Sheet. Go to 81.
Night falls, and the shadows of the forest stretch long. You prepare to stop and rest when, through the trees, you spot a crowd moving along a wide road heading south. As you approach, you see a carriage drawn by six large horses; the vehicle occupies the center of the road and moves quickly among the pedestrians and other horse-drawn carts.
This may be your chance to reach the capital faster than expected.
If you wish to jump onto the carriage, go to 78. If have mastered the Kai Discipline of Camouflage, you may cling to the carriage and hide among the luggage strapped to the roof by going to 168.
You follow the path for about an hour before discovering a wider road that leads south.
If you wish to follow this southward road, go to 238. If you prefer to head east, go to 215. If you would rather go west, go to 130.
You gallop along the main road leading to the capital when your horse suddenly slows down, begins to limp, and then stops. You dismount to examine its front right leg, which it is holding upâit has lost a horseshoe and injured its hoof. Cursing your bad luck, you leave it by the roadside and continue on foot. Go to 58.
A sharp pain shoots through your chest as something explodes against you in a burst of red sparks. You lose 10 points of ENDURANCE, and if you are not already dead, you see through the smoke that the Sage is preparing to throw another explosive charge at you.
If you have 10 or more ENDURANCE points remaining, go to 80. If you have less than 10 ENDURANCE points left, go to 344.
After walking for an hour, you reach a fork in the path. The trail you are following continues south, while another path to your right leads west. The westward trail would take you straight back to the swamp, so you decide to continue heading south. Go to 111.
Their leader picks up your Equipment and signals you to move forward along the path. The other two men give a wicked grin, and you suddenly realize that they are not soldiers at allâthey are disguised bandits.
You immediately flee, sprinting at full speed toward the capital. But just then, a chill runs down your spineâyou have just heard the telltale click of a crossbow being armed behind you.
Roll a dice to get a number.
The path soon opens onto a large road, where a signpost points to Toran in the north and Holmgard in the south. You head south, toward the capital. Go to 224.
The path soon leads to a road that crosses the water via a stone bridge. A signpost indicates Toran to the north and Holmgard to the south. The road is crowded with people walking south, pushing carts filled with various belongings.
You join this column of refugees and head toward the capital yourself. Go to 30.
The repugnant creatures brandish their spears and attack you. You must fight them as a single enemy.
SKILL | STAMINA | |
GLOKS | 15 | 13 |
If you are victorious, you may take refuge in the farm by going to 148. Alternatively, if you win, you may return to the forest. In that case, go to 320.
Before you, a corridor slopes gently upward. When you reach the top of the incline, a stone door slides into the wall, revealing another passage. You step through the door, which immediately closes behind you with a creaking sound. Go to 23.
As soon as you step through the door, a Guild companion blocks your way and asks what you want. You explain the nature of your mission, and he quickly leads you to the chambers of the Guild Masters. A distinguished old man dressed in a purple toga greets you and listens to your tale. Then, taking you by the arm, he leads you into an adjoining library, closing the door behind him.
He then pushes one of the thousands of books lined up on the shelves, and a section of the wall slides aside, revealing a secret passage. The man gestures for you to follow him into the mysterious corridor.
If you wish to follow him, go to 332. If this man does not entirely inspire your trust, you may leave the place and return outside by going to 37.
You walk along a corridor shrouded in darkness and soon arrive in a large square room. A sturdy oak door stands in the wall ahead.
If you wish to head toward this door, go to 173. If you have mastered the Kai Discipline of Sixth Sense, go to 244. If, finally, you prefer to return to the open air and continue on your way, go to 106.
When you wake up, the pain is nothing but a distant memory, and you regain all the ENDURANCE points you had at the start of your mission. A tall man, dressed in a white toga, stands before you, holding a cup filled with herbs. He pours the herbs into the boiling water of a cauldron before turning to you.
'You have seen death up close, Lord Kai, but today is not the day you will join the flock of the blessed. Your body is fully healed, yet it seems to me that your soul is wounded. What is the reason for your torment?'
You recognize this man as one of the King's great physiciansâindeed, a white dove embroidered on his sleeve marks his vocation. You recount to the venerable scholar the sorrowful events that led you here. When you finish your tale, the old man gently takes your arm and helps you rise from your bed, asking you to follow him.
It is only then that you notice the grandeur of the surroundings: you are in a richly decorated room, accessible by a long corridor whose walls are adorned with magnificent tapestries. Slowly, you come to understand that you have finally reached the end of your tribulationsâfor this splendid residence is none other than the Kingâs Palace. You are inside the citadel of Holmgard, and in just a few moments, you will stand before your sovereign. Go to 350.
For two hours now, you have been making your way through the forest, and your fear of being lost seems well-founded. You have found no signs indicating the enemy's presence in this part of the forestâonly the distant cry of a Kraan occasionally disrupts the surrounding tranquility. However, as you descend the rocky slope of a small hill, you suddenly notice something unusual in the tangled undergrowth ahead. Go to 331.
The path gradually narrows and soon disappears into an impenetrable thicket. It's impossible to continue in this direction, so you must return to the clearing. Head to 125 to take the southward trail.
You arrive in a small clearing where the bleached bones of a huge animal lie at its center. A narrow path leads south from the clearing. If you wish to examine the animal's skeleton, go to 346. If you prefer to continue south, go to 14.
You place one hand on his forehead and the other on the wound on his arm. You then feel the warmth of your Healing Power leaving your body and spreading into that of the injured man. Strength returns to him; he speaks and tells you his name is Trimis. He is a soldier in Prince Pellagayoâs army. The Prince and his troops have engaged in a battle further south, at the Alema Bridge, which was attacked this very morning by a pack of creatures serving the Masters of Darkness. The soldier recounts that, during the fight, he was carried into the air by a Kraan, which then dropped him into the forest where you have just found him. You make the wounded man as comfortable as possible and continue on your way. Head to 264.
You hurry to flee from the old madman and disappear into a dark alley lined with small houses pressed close together. At the end of the alley, a sign hanging above a green door reads:
KOLANIS - Herbalist and Sage
If you wish to push open this door and enter the Sage's shop, go to 91. If you prefer to wait a few minutes to make sure the old madman has left before returning to the main street, go to 7.
Your Sixth Sense tells you that it is not only horses galloping in your direction. You also detect the stampede of a pack of Cursed Wolves and the war cries of Gloks. Judging by the intensity of these howls, there must be more than a dozen Gloks, so it would be wise not to reveal your presenceâat least for now. Head to 75.
What remains of you is wedged into the staircase, buried two meters deep beneath the weight of a massive granite block. Your mission ends here, along with your life.
The Bodyguard draws a long scimitar and prepares to drive its blade into your chest.
Skill | Endurance | |
BODYGUARD | 11 | 20 |
If you are victorious, head to 24. If you wish to flee during the fight, you can jump from the wagon and go to 234.
You cautiously approach the palisade. The logs that make up its structure have been roughly hewn, offering many footholds that allow you to climb. But as you reach the top, you find yourself facing a crossbowâthe soldier holding it signals for you to climb down using a wooden ladder fixed to the palisade. Any attempt at discussion would be futile, so you quickly comply, carefully descending the rungs. Head to 318.
You soon arrive at a forest path that splits at this point. If you wish to take the southern trail, go to 140. If you prefer to follow the eastern branch, go to 252. Finally, if you have mastered the Kai Discipline of Sixth Sense, go to 67.
After much effort, you manage to clear the trunk of all the debris surrounding it. You then tie all your belongings into a tightly packed bundle and wedge it into a hollow in the tree trunk before settling onto it astride. Soon, the current carries you away, and you drift slowly with the flow of the water. About twenty minutes later, you hear horses galloping in the distance on the left bank.
You have traveled several kilometers on horseback without finding any trace of refugees or enemies. You then head toward a path that rises along the hillside a little farther ahead. From this height, you should be able to see the capital.
Upon reaching the top, you take in a sight that fills you with hope but also sends a shiver down your spineâyou are certainly not at the end of your troublesâŠ
Head to 153.
This language belongs to the Kakarmis, a race of intelligent forest creatures who inhabit the woods of Sommerlund. You have nothing to fear from these timid and peaceful beings, and your Animal Communication Sense allows you to speak with them in their strange dialect.
What do you wish to say to them?
âDo not be afraid, I come as a friend.â
If so, go to 187.
âI am a Kai Lord, I mean you no harm, I simply wish to speak with you.â
If so, go to 39.
At first, the descent seems easy, but soon your vision blurs and your legs weaken. The Sleep Fangs begin to take effect, and suddenly, you stumble and lose consciousness, falling headfirst.
Roll the dice to obtain a number.
You are now waist-deep in mud, the air is heavy, and small insects bite your face and clog your nose. Then suddenly, something coils around your legsâitâs a Marsh Viper, and you must fight it.
Skill | Endurance | |
MARSH VIPER | 16 | 6 |
The path continues eastward before soon disappearing into thick underbrush.
The Kraan flies overhead, stirring up clouds of dust with the powerful beating of its immense wings. Soon, your nose and eyes are filled with dust, making you cough and blink repeatedly. Then, suddenly, the monster attacks. You must fight it to the death, but due to the dust hindering you, you must reduce your total SKILL score by 1 point for the duration of the battle.
SKILL | ENDURANCE | |
KRAAN | 16 | 25 |
If you emerge victorious, you have the choice to check whether the creature was carrying anything of interestâgo to 267. Or, you can continue along the path heading eastâgo to 125.
In the distance, you make out a row of barges lined up across the river. Soldiers stand on the decks of the boats, weapons in hand, and you hear the growls of the Cursed Wolves retreating on the opposite shore.
For once, you cast caution aside and start running along the bank toward the barges. Head to 179.
As you are about to ask the price of the potions, a young man suddenly leaps at you, knocking over the screen. Your assailant holds a dagger with a long, curved bladeâyou must fight him.
Skill | Endurance | |
DAGGER THIEF | 13 | 20 |
You have the option to flee after at least two rounds of combat. If you choose to escape, you will dash out of the shop and run to the main streetâgo to 7.
Their leader, with a sinister look, approaches you and declares:
âWhat do we want? Itâs very simple, dear sirâyour purse or your life!â
It takes you almost an hour to catch up with the horse and manage to calm it. You have strayed northward from the cabin, but you are confident you can find your way back.
You mount the horse and return to the cabin, then continue your journey southward. Head to 206.
You leap from the swiftly moving wagon, but you land poorly and break your ankle upon falling. The pain is unbearableâit causes you to lose consciousness.
Alas! You will never wake again. Perhaps, however, you might be interested to know that your head now adorns the saddle of a Kraan. Your mission ends here, along with your life.
he Prince's horse is a magnificent animalâfast and sure-footed. It gallops along the winding path as if it were a wide, straight road, and soon the echoes of battle fade behind you.
You are hungry, and you must take a Meal while riding the white stallion, or you will lose 3 Endurance points.
A few kilometers later, the path reaches a T-junction. There is a signpost here, but it is unreadable.
The Precious Stone remains suspended above the skeleton's mouth, glowing a vivid red.
Then suddenly, in a violent explosion, scarlet flames burst from the sarcophagus, completely destroying the Vordak Stone. You are hurled against the wall and knocked unconscious by the impact.
When you regain consciousness, the burial chamber is completely emptyâthe sarcophagus and the king's skeleton have both vanished. As for you, the news is grim: you have lost 6 Endurance points, and your total Skill score is permanently reduced by 1 point.
You carefully rise to your feet and stagger toward the tunnel. Head to 104.
Fully utilizing your skills as a Kai Lord in the art of Camouflage, you bury yourself in the soft earth of the hillside. Then, you cover yourself with your cloak and arrange a few tree branches over this improvised shelter to better conceal it from view.
Now, use the dice on this window to obtain a number.
Head to 72 to see who you're up against.
The path winds around several mounds and forested hillsides before finally leading to a small, burnt log cabin. It appears to have burned down quite recently, as the ashes are still warm and a thin wisp of smoke rises from the ruins. This place may be dangerous.
As you venture deeper into the forest, you hear the beating wings of a Kraan flying over the trees before vanishing northward.
You ride for about an hour before arriving at a clearing. On the far side, a path leads south.
The path follows a chain of small hills before turning east. Head to 79.
The sorcerer hears your cry and immediately turns around, just in time to unleash another bolt of lightning at the Glok. The creature's head instantly bursts into a spray of flames, and its body collapses into a small heap at the foot of the column.
The leader of the Gloks sees you and begins shouting:
âGroh gaĂŻ oh! Groh gaĂŻ oh!ââurging
his troops to attack again. But the frightened Gloks soon abandon the ruins, fleeing into the
forest.
The young sorcerer wipes his forehead, then steps toward you with an outstretched handâoffering a gesture of gratitude and friendship. Head to 349.
The lid of the sarcophagus slides to the ground with a dull thud. You gaze upon the remains of an ancient king, resting among his riches. A finely crafted crown adorns his skull, and the gaping jaws of his skeleton resemble the opening of a bottomless pit.
A distant rumbling soon rises from the depths of the earth.
As you run through the forest, you soon stumble over a root and tumble down a steep slope, rolling head over heels. You land on a small hidden path beneath the trees, where you discover a corpse lying among the undergrowth.
It is that of a Glokâone of the monstrous and repugnant creatures employed by the Masters of Darkness. Long ago, the ancestors of the Gloks served as slaves to the Masters of Darkness, who forced them to build the infernal city of Helgedad in the volcanic deserts beyond the Durncrag Mountains. The construction of this city was a long and agonizing nightmare for these creatures, with only the strongest surviving the ordeal. The heat and poisonous vapors rising from the surrounding land proved deadly to most of them.
The dead creature lying at your feet is, like all its kin, a descendant of these ancient Glok slaves. It was slain by a sword blow to the head, and a Mace lies beside it.
You may take this weapon if you wishâdon't forget to record it on your Adventure Sheet.
You then continue along the path. Head to 97.
Your Sixth Sense reveals that you are not aloneâand that you are in great danger. You must return to the open air as quickly as possible. Head to 93.
Arrows strike the surface of the river but do you no harmâyou are swimming underwater, making you impossible to reach.
You soon reach the opposite bank, pulling yourself onto solid ground before dashing into the forest for cover. You are now out of reach of the Gloks, who remount their Cursed Wolves and resume their pursuit. Head to 190.
As the boat reaches the middle of the lake, the man suddenly pulls back his pole and steps toward you, letting out a sinister laugh. He then throws back the hood covering his head, revealing himself to be a fearsome Drakkarim. You must fight him.
Skill | Endurance | |
DRAKKARIM | 15 | 23 |
If you are victorious, go to 197.
The merchant looks furious. He calls for his bodyguard, and you must make a quick decision.
You reach the foot of the hill and quickly rush into the forest. A few minutes later, you discover an old forest path that curves at a right angle.
You descend a flight of steps leading to a vast crypt, where a grim sight awaits you.
The eerie green light is produced by two rows of skulls, each resting on a stone pedestal. They face each other across the chamber, forming a macabre passageway.
At the far end of the crypt, a carved archway opens into a corridor that vanishes into darkness.
Two small creatures with short fur hide behind the trunk. They are Kakarmis, an intelligent race of animals that inhabit the forests of Sommerlund. You have jumped off the trunk right in front of them, and before you have time to explain yourself, the two Kakarmis, startled by your sudden appearance, flee into the forest. If you wish to follow them, go to 186.
You are luckyâthey don't seem to have noticed you.
They move slowly and eventually disappear at the far end of the ledge.
You resume your run. Head to 10.
In the middle of a clearing, three men, a woman, and two children speak animatedly, gesturing broadly. They carry bags slung over their shoulders, filled with belongings and clothing. Their attire appears well-made but is dirty and tattered.
The Cursed Wolves are nearly upon youâyou must fight them one by one.
Skill | Endurance | |
First Cursed Wolf | 13 | 24 |
Second Cursed Wolf | 14 | 23 |
Third Cursed Wolf | 14 | 22 |
Fourth Cursed Wolf | 15 | 21 |
If you manage to defeat them all, go to 278.
Your Kai Sense of Tracking allows you to distinguish several sets of tracks leading from the right-hand path toward the left-hand path.
These tracks were left by large Wolvesâcreatures used as scouts by the armies of the Masters of Darkness. They are wicked and cruel beasts, often ridden by Gloks.
The left-hand path leads toward Holmgard, while the right-hand path leads toward the Durncrag
Mountains.
Which direction will you take?
The creature before you is a Gourgaz, one of the monstrous reptiles that infest the depths of the Maakenmire swamps. Their favorite food is human flesh...
The Prince's sword lies at your feet. You may pick it up and use it to fight if you wish.
The Gourgaz is preparing to strikeâyou must face it until one of you perishes.
Skill | Endurance | |
GOURGAZ | 20 | 30 |
This monster is immune to the Kai Discipline of Psychic Power. If you are victorious, head to 82.
You are awakened by Kraans shrieking ominously in the blue morning sky. You rub your eyes and peer through the foliage forming a dome above youâthe repulsive creatures are flying northward. You are certain the Kraans have not seen you, but you deem it wise, out of caution, to leave without delay. You mount your horse and gallop along the main road heading south. Head to 224.
You find a large stone door built into the eastern wall, but it appears entirely impossible to open.
Thanks to your Psychic Mastery of Matter, you manage to untie your bonds in a matter of moments.
You wait for the right moment to escapeâthen suddenly, you sprint at full speed toward the dense undergrowth. Black arrows whistle past your ears, but soon you have plunged deep enough into the thick vegetation to be certain you've eluded your pursuers. You have lost your Backpack and Weapons, but you are unharmed.
Now, you must simply continue your journey through the forest. Head to 50.
The room grows increasingly cold. Slowly, the scent of sulfur fills the air, and soon, echoes of a chant reach your earsâsomeone else is in these underground chambers.
Suddenly, a breach opens in the wall, and the end of a black staff appears. A blue bolt of energy erupts from it, striking you squarely in the chest.
Your strength slowly fades as the silhouette of an old man clad in a flowing black robe emerges from the mist before you. He raises a dagger, preparing to slit your throatâthis is the last vision you will carry from this world.
Your mission ends here, along with your life.
As you swim toward the shore, you spot the silhouette of the soldier lying on the riverbank, arms outstretched. You approach him, but there is nothing more to be doneâhe has broken his neck in the fall and is already dead. As you kneel beside him, two Gloks suddenly leap upon you, forcing you into combat.
You have no weapons and must fight barehanded. Because of this, your Skill total is reduced by 4 points. You will face the two Gloks one at a time.
Skill | Endurance | |
First Glok | 11 | 18 |
Second Glok | 12 | 17 |
If you are victorious, head to 156.
Dripping with sweat and gasping for breath, you push aside the foliage where you've taken refuge and spot a Kraan flying above the wagon.
Three Gloks, their faces twisted into wicked grins, leap from the Kraan, landing on the ground before the terrified horses. They advance toward the defenseless children, brandishing their spears.
The merchant takes your gold and snaps his fingers. His bodyguard immediately attacks you.
You cautiously follow the stream flowing eastward until, suddenly, you freezeâyou have just spotted the silhouette of a dead Kraan lying in the water, like a great black barrier.
Remaining hidden within the foliage, you carefully approach the creature's corpseâthree arrows are deeply embedded in its chest. Beneath the Kraan, another body is trappedâit is a Glok, its former rider.
Gloks are contemptible, wicked beings entirely devoted to the Masters of Darkness. Long ago, the ancestors of the Gloks were enslaved by the Masters of Darkness and forced to build the infernal city of Helgedad, located in the volcanic deserts beyond the Durncrag Mountains. The construction of this city was a long and harrowing nightmare for these creatures, with only the strongest surviving the ordeal. The heat and poisonous vapors from the surrounding terrain proved fatal to most of them.
The dead monster lying in the stream is a descendant of these ancient Glok slavesâit appears to have drowned. In a pouch attached to its belt, you find 3 Gold Coins, which you may take if you wish.
You may then continue along the waterway toward 70, or leave its bank and head south toward 157.
After traveling a few hundred meters, you hear the echoes of a battle raging further to the west.
You hurry to vanish into the forest before more enemiesâCursed Wolves or Kraanâappear. After an hour of walking, you reach the summit of a rocky hill.
Beyond it, a vision of hope awaits you, but your struggles are far from overâmany dangers still threaten you. Head to 142.As the winged serpent writhes in the final throes of its agony, the door built into the wall clicks open, revealing a secret passage. You hastily slip inside.
Moments later, the door slams shut behind you. Head to 209.
Covering your nose with a fold of your cloak, you cautiously approach the dead Kraan. The foul stench of its black blood churns your stomach, but you remain determined to examine its corpse. You then notice a bag strapped to the monster's body. Inside the bag, you find a Message written on animal skin. At the very bottom of the bag, there is also a Dagger. You may keep this Message and Dagger if you wish. You then leave the creature's remains behind and continue your journey east. Go to 125.
A few minutes later, you regain your senses as someone hands you a swig of brandy. Exhausted but relieved to still be alive, you stagger forward, supported by the King's soldiers, toward the fortified camp. Head to 288.
The corpse of the old madman lies at your feet. Two soldiers appear in the doorway and warmly congratulate you.
They explain that the old man was an escaped lunatic from an asylum and that they have been trying to catch him for two days. One of the soldiers offers you 10 Gold Coins as a reward and proposes to escort you to the citadel, which houses the King's Palace.
You hear the furious howls of the enemy echoing from the other side of the lake. You must leave at once before more Kraans appear.
You mount your horse and continue on your journey, riding deeper into the forest. Head to 21.
You feel incredibly weak. The serpent's venom now courses through your veins, causing your muscles to tense and then loosen.
Soon, your legs give way, and you sink into the foul mire of the swamp, which swallows you within moments. Your life has come to an end.
You hurry along the path, keeping an eye on the sky above you. You know this trail leads to the Misty Woods, where a family has lived for nearly fifty years, making their trade in charcoal. The family resides in huts built in a circle within a clearing. Twenty minutes later, you reach the edge of this clearing.
The huts, unusually, seem eerily quiet, and the thick smoke that normally fills the surroundings is nowhere to be seen. It is this smoke that gave the place its name, the Misty Woods, and its absence feels entirely unnatural.
The fortifications of the military camp surrounding the city come into view ahead. Barges moored together are lined across the waterway, forming a floating barricade. You also spot soldiers running along the fortifications, and from the west, you hear the distant echoes of battle.
In your haste to flee the enemy, you catch your foot on a tree root and tumble headfirst, kicking up a cloud of dust and leaves. You quickly get back on your feet and rush into the forest, heading toward the base of the hill.
After ten minutes of frantic running, you realize you've lost your Weapons in the fall. It's unfortunate, but at least you are alive and still have your Backpack.
Determined to make the best of the situation, you press on, venturing deeper into the woods. Head to 331.
You have followed this winding path for about ten minutes when you suddenly hear the beating of wings above you. You look up and spot a massive Kraan approaching your location.
The creature comes from the north, and soon, its large black wings cast a giant shadow over the tree canopy. Two beings, armed with long spears, ride the monsterâthey are Gloks, small creatures of hideous appearance, filled with hatred and devoted to wickedness.
Centuries ago, the Gloks were enslaved by the Masters of Darkness, who forced them to build the infernal city of Helgedad, deep within the volcanic deserts beyond the Durncrag Mountains. The construction of this city was a long and harrowing ordeal, with only the strongest among them surviving the poisonous vapors rising from the surrounding terrain.
The two monstrous riders atop the Kraan are descendants of these former slaves. As the Kraan passes overhead, you hide beneath a tree, heart pounding, praying that the dreadful trio has not spotted you.
Roll the dice to obtain a number.
You grip your Axe and carve a path through the tangled roots and gnarled branches blocking the way.
Soon, your cloak is torn in several places, and your right leg is painfully bruised just above the knee. You lose 1 Endurance point before heading to 213.
When you regain consciousness, you find yourself lying at the base of a steep slope, surrounded by tall grass. You cannot see your Weapon or Backpack, and your head aches terribly. You have no way of knowing how long you were unconscious, but one thing is clearâyou must move on without delay.
You immediately get back on your feet and find your Backpack, still intact. Your Weapon, however, is broken and can no longer be of use to you.
Cross it off your Adventure Sheetâif you have more than one weapon, only one is broken, and you may choose which one. Once you've updated your Adventure Sheet, you pick up your Backpack and the remaining weapon (if any), then continue your journey into the forest ahead. Head to 113.
As soon as the battle ends, you spur your horse into a gallop along the path leading to a meadow. Beyond it, you spot the main road connecting the port of Toran to the city of Holmgard, the destination of your journey. If all goes well, you should reach the capital in the early hours of the morning. Head to 149.
You climb over the pile of rubble stacked before the cave, slipping inside and carefully sealing the entrance behind you with a large rock. A few minutes later, you spot the Gloks approaching the cave, their small, cruel yellow eyes scanning every crack along the hillside.
They are so close that you expect to be discovered at any moment. Roll the dice to obtain a number.
As you begin your ascent, you hear the beating of wings approaching from the west.
It's Kraans! Judging by the noise, you estimate at least ten, perhaps more. You curse your misfortuneâthe hillside offers no cover, and if you are attacked during this difficult climb, defending yourself will be nearly impossible, as standing upright on this steep slope is out of the question.
As you race through the trees, you hear the horrible howls of the Gloks chasing after you. Soon, the forest begins to thin, and you spot a rocky hill a short distance ahead.
As you gaze beyond the crowd, you notice that one of the shops facing the Main Gate is a physician's office. An audacious plan begins to form in your mind.
You weave your way through the bustling throng and cross the street. Sliding into the doctor's shop, you find the place seemingly desertedâexcept for a brightly colored parrot, caged and hanging near the window.
You quickly slip into a white coat and grab a few vials of various potions, then make your way back across the street toward the Main Gate.
'This is an emergency!' you declare as the guards stop you at the entrance. 'The king's cook's wife is about to give birth!'
The soldiers hesitate for a moment, but you insist on the urgency of the matterâeventually, they let you through. One of the tall gate's panels opens just fifty centimeters, and the guards brusquely push you inside through the gap. You now find yourself in the citadel's inner courtyard. Go to 11.
You are about three meters away from the stranger when his raven lets out a harsh caw, alerting him to your approach. The man immediately spins around, and you freeze in terrorâfor he is no mere man, but a Vordak, one of the most fearsome lieutenants of the Masters of Darkness.
This creature belongs to the undead, and you will have to face it in a relentless battle. The element of surprise grants you an extra 2 points to your Skill total during the first round of combat. However, starting from the second round and beyond, you must subtract 2 points from your Skill total, unless you possess the Kai Discipline of Mind Shield. The Vordak attacks you with two deadly weaponsâa massive war mace and its tremendous psychic power.
Skill | Endurance | |
Vordak | 17 | 25 |
If you emerge victorious, go to 123.
Your passage through the Cemetery will not be without difficultyâthe ground is uneven, covered in thorny underbrush that tears your cloak and scrapes your legs. The air is heavy and motionless, thick with foul vapors seeping from partially opened crypts.
A distant, unceasing whisper reaches your earsâcoming from nowhere and everywhere at once. You carefully approach an open space between two ancient columns, using your cloak to shield your hands as you push aside the underbrush. But suddenly, the ground collapses beneath you, and you plunge into an unknown depth, carried down by a cascade of earth and stones. Go to 71.
With a sinister crack, the stone you hurled shatters the Glok's skull. The creature collapses, then falls to the ground at the base of the column. Elated at your successful strike, you rush forward to aid the young sorcerer. Go to 325.
These Cursed Wolves, heralds of death, surround you and attack, eager to deliver their grim message. You fight valiantly, but it is in vainâthey are too many. Soon, your body is drained of blood, and eternal darkness overtakes you.
Before closing your eyes for the last time, you glimpse the towers of Holmgard, shimmering under the sunâthis will be the final vision you take from this world. Your mission has failed.
The path soon vanishes into a tangle of brambles and low-hanging branches.
As you reach the palisade of the fortified camp, the great oak gates swing open at your approach, and you are led inside the military compound. A sergeant, his clothes stained with blood and torn from battle, calls over an officer, who turns toward you and immediately recognizes your Kai Lord cloak.
'Where are the other Kai Lords, My Lord?' he asks. 'We desperately need their wisdom. The Masters of Darkness are pressing our army hard, and our losses are heavy.'
You solemnly reveal to him the fate of your companions and inform him of the mission you have undertakenâto warn the King. Without hesitation, the officer signals a soldier to bring two horses. A moment later, the two of you are galloping toward the high walls of Holmgard. Go to 129.
The two soldiers look tired and worried. They hold their halberds before them, hands clenched tightly around the shafts, and push back anyone who tries to approach the gate. Suddenly, an enraged woman lunges at one of them, pounding his chest with her fists, knocking him into the other guard.
All three collapse, a tangled mass of flailing arms and legs. This is your chanceâyou rush toward the gate, managing to unlock both panels.
A moment later, you slip inside the citadel and find yourself at the entrance to an inner courtyard. Everything has happened so quickly that neither of the sentinels has seen you. Go to 139.
Inside the long box, you find a Staff, wrapped in leather. You may take it if you wish.
You then close the box and descend the ladder, carefully placing your feet only on the sturdy rungs. If applicable, record your new Weapon on your Adventure Sheet, then head to 140.
The curled-up corpses of the two Gloks lie at your feet. You quickly search them and find 6 Crowns, 2 Spears, and 1 Dagger in their clothing. You may keep the Gold and choose either the Dagger or one of the Spears. If you take an item, record your new acquisition on your Adventure Sheet. The Kraan fled during the battle, and now the path is deserted. You adjust your Backpack on your shoulders and continue on your journey. Go to 272.
The last sensation you carry from this world is anything but comfortingâyou are, in fact, swallowed by thick darkness, where you will now exist as a slave, trapped in a realm beyond time and space.
Your eternal master is a malevolent entity, its origin lost in the depths of time. Your adventure has come to an end.
Banedon leaves the ruins of the temple, giving you a wave, and you continue on your way, venturing into the dense forest ahead. A few hundred meters later, you feel unseen eyes watching you. Yellow eyes glimmer in the undergrowth, and suddenly, a black arrow whizzes past your head.
It's an ambushâthe Gloks have set a trap for you, and you must flee as quickly as possible. Go to 281.
After staying underwater for as long as your lungs allowed, you finally surface and realize that the Gloks are far behind you. You have lost your Weapon(s) and Backpack, but at least you are alive.
You climb out of the murky water and continue your journey, taking cover among the trees lining the right bank of the waterway. Use the dice on here to obtain a number.
You have been walking for about fifteen minutes when suddenly, a black arrow whistles past your ears and buries itself in a tree just ahead of you. Instinctively, you drop low, drawing your weapon.
You sense something unusual. Why is this man alone in the forest, while war rages nearby and the Masters of Darkness advance? An eerie, malevolent aura surrounds him, and you refuse his offer, continuing on your way without saying a word.
The man does not insist. Go to 90.
Putting your hunting skills to use, you slowly make your way through the dense vegetation without being spotted. Less than a minute later, you find yourself behind the post to which the soldier is tied. The wood at his feet has been set alight, and a cloud of smoke is already beginning to engulf the unfortunate man.
You grip your Axe and rush forward, using the smoke to conceal yourself from prying eyes. With a single strike, you cut the rope binding the soldier and quickly lead him to safety in the forest. As you advance among the trees, the Gloks let out criesâthey have just realized that their victim has vanished in a cloud of smoke. Go to 117.
The bird slowly turns its head toward you and begins to hurl insults. A moment later, it takes flight, soaring over the trees before soon disappearing from sight. What you just witnessed leaves no doubtâthe raven was a scout in service of the Masters of Darkness, and it will likely report your location to them very soon.
You soon realize that you have entered a swampy region. Continuing in this direction would be dangerous and would slow your progress.
You have been walking for over an hour, keeping a watchful eye on the sky, fearing the appearance of Kraans. Twice, you have spotted their distinct silhouettes in the distance, but thanks to your quick reflexes, you have managed to avoid detection.
However, this long march has left you hungry, and you must eat a Meal, or you will lose 3 Endurance points. Afterward, you will continue on your journey by heading to 13.
Your sense of direction tells you that the westward trail leads to a dead end. So you decide to take the path heading south and therefore go to 27.
Use the dice to get a number: if you roll a number between 0 and 2, go to 110. Between 3 and 9, go to 285.
The forest here is sparse, and the terrain is hilly. You have little opportunity to take cover in case of an aerial attack. You move as quickly as possible from tree to tree to avoid being spotted by the Kraans, but soon you hear characteristic growls behind you: they are Cursed Wolves galloping at a short distance. If you have mastered the Kai Discipline of Camouflage, go to 237. Otherwise, go to 72.
The Stone radiates intense heat and burns your hand. You immediately lose 2 ENDURANCE points. You pick up the Precious Stone, wrapping your hand in a fold of your Kai Lordâs cloak, and slip it into your Backpack. A Stone of this size must be worth a good hundred Crowns. Meanwhile, the Gloks have drawn closer, and soon their arrows whistle past your ears as you run for cover in the safety of the forest. Go to 2.
Through the open door of the first hut, you see the body of a man lying face down on the rough stone floor. He has undoubtedly been assassinated with a spear. All the furniture and objects that once filled the hut have been destroyedânothing remains intact. This crime bears the mark of the Gloks, well-known for their taste for vandalism. As you enter the other huts, you witness similar scenes of murder and destruction. In the last hut, you discover a Glok Spear, confirming your suspicions. You may keep it if you wish by writing it down on your Adventure Sheet. More determined than ever to fulfill your mission, you continue your journey along the path. Go to 105.
The echoes of battle gradually fade behind you. Suddenly, you are slammed to the groundâthree Drakkarim, hidden in the foliage of a tree just above your head, have leapt down onto you. There is no point in trying to fight back; they are too many and too strong for you to stand a chance of escaping. You hear them growl with satisfaction as they raise their spears to finish you offâthis is the last vision you will take from this world. Your mission ends here, along with your life.
You have no difficulty reaching the cabin, and as you climb the tree, childhood memories come back to youâyou recall the times when, as a young boy, you would also climb trees near the city of Toran to pick fruit or admire the surrounding countryside.
You open the cabin door and come face-to-face with an old hermit curled up in the corner of the room. A look of intense relief appears on his face when he recognizes your Kai Lord's cloak. He tells you that the entire region is overrun by Gloks and that he counted more than forty Kraans flying over his home in the past three hours. They were all heading east.
He then approaches a cupboard and brings you a plate of fruit. You thank him and store the fruit in your Backpackâthey count as one Meal, so be sure to note it on your Adventure Sheet.
The hermit also shows you a magnificent Warhammer, placing it on a table near the door. 'You need it more than I do, Kai Lord,' he says. 'Take this Warhammer if you wishâit is a weapon you can trust.'
You may take the Warhammer only if you exchange it for another weapon you already own, as you cannot leave the hermit completely defenseless against the enemy. If applicable, make the necessary adjustments on your Adventure Sheet.
You then thank the old man and climb down from the tree to continue your journey. Go to 213.
The stable door is open, and inside, you hear the breathing of a horse. Suddenly, the horse senses your presence and, overcome with fear, bolts outside, knocking you to the ground as it passes. You lose 1 ENDURANCE point.
If you have mastered the Kai Discipline of Animal Communication and wish to use it, go to 122. Otherwise, you will chase after the horse by going to 233.
You have barely taken ten steps when the raven starts cawing to alert the stranger to your presence. The figure immediately turns around and lets out a piercing scream that chills your blood and knots your stomach in sheer panicâfor before you stands a Vordak, one of the cruelest lieutenants of the Darklords.
It is also a creature of the undead realm. Within seconds, a horde of Gloks appears at its side and attacks you. You fight valiantly, but you are overwhelmed by their numbers. Soon, the skeletal fingers of the Vordak inexorably close around your throatâthis is the last sensation you will take from this world.
Your mission ends here, along with your life.Hanging on the wall of a building across the street, a faded sign bears the following inscription:
You know that the court sessions are held inside the citadel, and you are certain that the westward street leads directly there. Go to 37.
The hillside is steep, and the ground is loose and slippery. You glance over your shoulder and spot two Gloks emerging from the forest. They immediately begin climbing the hill, trying to catch up with you.
Halfway up, you notice a cave to your right. Its entrance is almost completely concealed by a landslide that has formed a wall of rocks.If you wish to hide in this cave, go to 279. If you prefer to keep climbing the hillside, go to 47. Finally, if you have mastered the Kai Discipline of Camouflage, go to 324.
You curse your bad luck. It seems that nature, just like the Darklords, has conspired against you, but your determination remains unshakenâyou are more resolved than ever to reach the King's Palace. You wipe the mud from your clothes and continue your journey through the forest.
Go to 299.
You wipe the foul blood from your weapon and hurry down the hillside before the Kraan spots the corpses of its riders. Several times, you lose your balance, tumbling several meters at a time. These repeated falls cause scrapes and bruises, costing you 1 ENDURANCE point.
Go to 248.
It takes you nearly an hour to reach the citadel. When you arrive, you find the streets of the city filled with panic and confusion. The soldier escorting you approaches the guards at the main entrance of the citadel and explains that you must see the King at all costs.
Roll the dice to obtain a number. If you roll a number between 0 and 6, go to 341. Between 7 and 9, go to 98.
Wrapped in women's clothing, you find a small Velvet Bag containing 6 Gold Coins and a piece of Scented Soap. You may take the Soap and the Gold by recording them on your Adventure Sheet, then continue on your way.
Go to 213.
In your haste to flee the enemy, you catch your foot on a root and fall headfirst, kicking up a cloud of dust and leaves. You land in the underbrush at the foot of the hill and quickly get back up, grabbing your weapon before dashing into the forest for cover.
The Kraan circling overhead has disappeared, but at the top of the hill, you spot the silhouettes of two Gloks you must evade. You wipe the dust from your face and realize you have a large bump on your forehead, making you wince in pain as you touch it.
Wasting no time, you take off at full speed, vanishing into the depths of the forest. Go to 331.
Instinctively, you dive to the side and land on the stone floor. Your quick reflexes have just saved your life, as at that very moment, a massive granite block crashes onto the steps of the staircaseâright in front of the door!
Somewhat battered but unharmed, you get up and look at the ceiling. A beam of gray light filters through the opening created by the falling stone, casting a faint glow in the room. You can even make out a patch of cloudy sky and a few tangled brambles.
You then pull yourself out of the crypt and hurry toward the door located to the south of the necropolis. In the distance, you spot the log palisade of the fortified camp surrounding the city.
Go to 61.
Two soldiers and a sergeant run toward you, aiming their crossbows at you. As they get closer, they recognize your Kai Lord's cloak, and relief immediately appears on their faces.
'Where are the other Kai Lords, My Lord?' the sergeant asks. 'We are in dire need of their knowledge, for the Darklords are making our lives miserable, and our losses are heavy.'
You reveal to him the unfortunate fate that befell your companions and inform him of the urgent mission that lies before you. He then leads you to the barricade of barges and entrusts you to an officer, who gives you a horse and immediately escorts you toward the towering walls of the capital.
Go to 129.
The slimy creature lets out a long, agonizing scream and collapses to the ground. Panic nearly overtakes you as you hastily get back up, yanking from the monster's jaws what you think is your belt.
You spot a distant light and sprint toward it as fast as you can. When you finally emerge into the open air, you let yourself fall to the ground amid the dead leaves, gasping desperately for breath.
Once you can breathe normally again, you sit up and notice that your belt is still securely tied around your waistâyou hadn't lost it in the struggle after all. What you pulled from the creature's jaws is, in fact, a leather strap with a Pouch and a Dagger in its sheath attached to it.
Upon opening the Pouch, you find 20 Gold Coins. You may take these Coins and the Dagger if you wish. Make the necessary adjustments to your Adventure Sheet.
Feeling better now, you gather your belongings and continue eastward, venturing deeper into the forest. Go to 157.
As you sprint across open ground toward the forest, a Kraan swoops down and grabs your arm. Before you can even attempt to defend yourself, it takes off again, flying away with a bone-chilling scream.
You manage to reach the forest, but you have lost 2 ENDURANCE points.
Go to 264.
You walk along the riverbank for almost an hour. The river is winding, forcing you to constantly turn from one side to the other. Finally, as you round a bend, you hear faint echoes of a battle and carefully climb a rocky mound to get a better view of the surroundings.
Go to 273.
After what feels like an eternity, you finally reach the top of the steep hill. Behind you, the ruins of the monastery are still visible.
To the north, a column of jet-black smoke rises high into the sky, with small orange flames flickering at its baseâthe port of Toran is on fire, and the sight tears at your heart.
Suddenly, a piercing cry above your head warns you that a Kraan is preparing to attack. It is about thirty meters away, diving toward you, ready to kill.
If you wish to stand your ground and fight, go to 17. If you prefer to flee by rushing down the opposite slope of the hill, go to 89.
At the top of the tower, you can see far into the distance in every direction.
To the north, a column of jet-black smoke rises high into the sky, with small orange flames flickering at its baseâit is the city of Toran on fire, and the sight pierces your heart.
From the southwest, the wind carries the echoes of battleâthe fighting is taking place no more than ten kilometers from where you stand.
On the floor of the Watchtower, an oblong box sits in a corner.
If you wish to open this box, go to 290. If you prefer to leave the tower by descending the ladder, carefully stepping only on the sturdy rungs, go to 140.
You pull your hood over your head and drop behind the piles of stones stacked in front of the cave entrance. Holding your breath, you curl into a ball, completely covering yourself with your green Kai Lord cloak.
A few minutes later, the Gloks climb over the heap of stones, their small yellow eyes scanning every crevice along the hillside. Then, after cursing in their strange dialect, they descend from the pile and continue their climb toward the summit.
You silently thank your Kai Masters for teaching you the Science of Camouflageâusing this discipline has likely just saved your life.
If you wish to explore the cave, go to 33. If you prefer to leave the area and descend the hillside in case the Gloks return, go to 248.
Upon seeing you appear, the leader of the Gloks lets out a cry: 'Groh GaĂŻ oh! Groh GaĂŻ oh!' calling out to his companions, who flee the ruins and rush into the forest for safety.
The Glok officer, clad in black, then turns toward you, shaking his fist. 'Rob Gaï ohrringh ùùrh oho key! Pamark hélbutt!' he shouts furiously before fleeing as well.
You then glance at the battlefieldâmore than fifteen Glok corpses lie among the ruins of the Temple of Raumas. The young sorcerer wipes the sweat from his forehead and steps toward you, extending his hand in friendship.
Go to 349.
You carefully insert the Golden Key into the lock and turn it clockwise. You hear a faint clickâthe mechanism has worked. You then remove the pin, and the heavy granite door soon swings open toward you.
The gray light of the cemetery spills into the crypt as you finally manage to escape. However, the entrance is overgrown with brambles, and you scrape your face and hands as you pull yourself out.
At last, you find yourself in the open air, but the crypt door slowly closes behind you, and a cruel, inhuman laugh suddenly seems to rise from deep within the earth, just beneath your feet.
Seized with terror, you run as fast as you can toward the southern gate of the city, rushing through the sinister necropolis as quickly as possible. Go to 61.
A few minutes later, you see the Kraans appear over a small hill behind you. You count at least sixteen, each ridden by two Gloks. The Gloks are armed with spears and wear bronze helmets.
You immediately hear their satisfied growlsâthey have spotted you...
You leap toward the entrance of the tunnel, about eight meters below, but your boot catches in a bush, sending you sprawling to the ground. In your fall, you lose hold of your weapon and are now at the mercy of your enemies.
Fortunately, your end is swiftâthe first Glok to reach you drives its spear into your chest, piercing your heart.
You die instantly. Your mission ends here, along with your life.
As the creature dies, its body slowly dissolves into a foul, greenish liquid. You notice that the grass and plants where this substance spreads immediately wither and die.
A few moments later, a large Precious Stone appears on the ground near the decomposed corpseâits value must be considerable.
If you wish to take this Stone, go to 76. If you prefer to leave the area as quickly as possible, go to 118.
As you descend toward the Cemetery of the Ancients, you notice a strange mist enveloping the area. Swirling clouds hover over this gray expanse, blocking out the sun and keeping the necropolis in perpetual darkness.
A shiver runs through your body as the temperature gradually drops. Your horse starts to balk, and no matter how much you spur it, it refuses to approach this sinister place.
You have no choice but to abandon your mount and continue on foot. Go to 284.
Overcome by fatigue, you soon stop in front of a dead tree and sit down to rest for a while.
You then notice a large bundle tied like a knapsack, wedged beneath the trunk.
If you wish to examine the contents of this package, go to 315. If you prefer to leave it where it is and continue your journey once you feel a little more rested, go to 213.
You have just spotted the entrance to a tunnel disappearing into the depths of the hill. The opening is surrounded by brambles and roots, measuring about two meters high and three meters wide.
As you approach, you feel a slight breeze blowing from the pitch-black void. If the other end of the tunnel leads to the opposite side of the hill, you could save yourself hours of climbing by taking it. However, you would also be risking unknown dangers.
If you wish to enter the tunnel, go to 170. If you prefer to continue climbing toward the summit of the hill, go to 280.
You walk for almost ten minutes along a dark, winding corridor before climbing the steps of a steep staircase that leads to a small wooden door. The man then operates a hidden latch, and the door swings open.
Shortly after, you enter a large, richly decorated roomâa bedroom, with an immense marble bathtub occupying one corner. The man suggests that you freshen up while he arranges an audience with the King.
You take a quick bath and put on a white toga left for you on a marble table. A few minutes later, the man returns and leads you down a hallway lined with luxurious tapestries.
At last, you arrive before a tall door guarded by two soldiers clad in silver armor. In just moments, you will stand before the King. Go to 350.
For nearly half an hour, you have been making your way through the thick underbrush when you hear the beating of wings above the trees. You look up and spot the silhouette of a Kraan flying through the sky from the north.
It is one of the monsters that attacked the monastery; on its back sit two gray-skinned creatures armed with spears. These are Gloks, the cruel servants of the Darklords, driven by hatred and devoted to the cause of evil.
Centuries ago, the ancestors of these creatures were enslaved by the Darklords, forced to build the infernal city of Helgedad in the volcanic wastelands beyond the Durncrag Mountains. The construction of this city was a long and painful ordeal, with only the strongest surviving the poisonous vapors that shroud the overheated atmosphere of Helgedad.
Hidden among the trees, you freeze in place, remaining perfectly still as the Kraan passes overhead and disappears toward the south. Once you are certain it has moved far enough away, you resume your journey through the forest. Go to 131.
The stream originates from the rocky flank of a hill, and as you look up, you spot four soldiers and their officer on a path running along the steep slope. They wear the uniforms of the Royal Army.
If you wish to approach them, go to 162. If you have mastered the Kai Discipline of Camouflage, you may use it to hide and wait for the soldiers to pass.
To do so, go to 73. Finally, if you have mastered the Kai Discipline of Sixth Sense and wish to use it, go to 48.
As you approach, the black bird takes flight above the trees and soon disappears. You examine the tree where it was perched, but you notice nothing unusual.
You continue on your way without wasting any more time. Go to 121.
You rush into the clearing, catching the Gloks off guard. Without a moment's hesitation, you strike the closest one, killing it before its body even hits the ground.
The remaining Gloks draw their curved-bladed swords and attackâyou must fight them one by one.
SKILL | ENDURANCE | |
---|---|---|
First GLOK: | 14 | 11 |
Second GLOK: | 13 | 11 |
If you are victorious, you free the soldier and proceed to 117.
As you remove the pin, a deafening crack echoes through the air. Roll the die to obtain a number.
If you roll a number between 0 and 4, go to 219. Between 5 and 9, go to 317.
When you regain consciousness, you find yourself lying at the foot of a steep slope, nestled in a bed of tall grass.
You no longer see your Backpack or your Weapon, and your head throbs with pain. You have no way of knowing how long you were unconscious, but time is of the essenceâyou must continue your journey as quickly as possible.
You immediately get to your feet and spot your Backpack and Weapon a little higher up the slope. They must have come loose during your fall.
Hurriedly, you retrieve them and set off once again into the forest. Go to 113.
You immediately step to the side as a Dagger shatters the glass of the counter. A young man attacks you, and you must fight him.
SKILL: | ENDURANCE: | |
---|---|---|
THIEF | 13 | 20 |
You are allowed to flee at any time by leaving the shop and heading toward the main street. To do so, go to 7.
You gallop toward the Cursed Wolf and its rider, your weapon ready to strike.
The Glok spots you and immediately draws its scimitar. You must fight the Cursed Wolf and the Glok as a single opponent.
SKILL: | ENDURANCE: | |
---|---|---|
GLOK + CURSED WOLF | 14 | 24 |
If you are victorious, go to 193.
The soldiers do not believe your story and refuse to let you enter. The man escorting you vanishes into the crowd, leaving you alone in the city.
Demoralized by this failure, you allow yourself to be swept along by the throng flooding the streets and soon find yourself before the entrance to the Guild Temple.
The building stands at one end of the Guild Bridge, which spans the Eledil River near its mouth where it flows into the Gulf of Holm.
As your voice echoes among the trees, the stranger slowly turns toward you.
Your heart pounds wildly, and your blood runs coldâfor the figure before you is no man. It is a Vordak, one of the most fearsome lieutenants of the Darklords. A creature of the Beyond, an undead.
The monster lets out a piercing cry, then raises a massive war mace and charges toward you.
Paralyzed by terror, you also feel the full force of the Vordak's Psychic Power assaulting you. If you have not mastered the Kai Discipline of Psychic Shield, you must reduce your SKILL score by 2 points during this battle. You must fight this creature, which is itself immune to your own Psychic Power.
SKILL: | ENDURANCE: | |
---|---|---|
VORDAK | 18 | 26 |
If you are victorious, go to 123.
You are trapped by branches and roots, but you finally manage to free your right hand, grab your Axe, and carve a path through the thick vegetation. A little farther ahead, the forest begins to clear, and you move in that direction.
Your cloak is torn in several places, and your left arm is scraped above the elbow. You lose 2 ENDURANCE points before proceeding to 213.
You feel weak and dizzy. Your legs grow numb and refuse to support your weight.
You try to reach the door, but the thief rushes at you and tackles you to the ground. Go to 60.
You pull the hood of your Kai Lord cloak over your head and hold your breath as the Kraan circles above you.
A few minutes later, you hear the furious curses of the Gloks, and soon, the beating wings of the Kraans fade into the distanceâthey have flown westward. Your quick reflexes have spared you from certain capture and probable death.
You may now return to the path by going to 272, or you can choose to continue your journey through the trees of the forest. To do so, go to 19.
A spear is deeply embedded in the skeleton's ribcage. The weapon is in perfect condition, and you may take it if you wish.
If you choose to do so, make the necessary adjustments to your Adventure Sheet. Then, to leave the clearing, go to 14.
The forest soon begins to clear, and a little farther ahead, you spot an old log cabin built beneath an oak tree. The cabin appears to have been abandoned, and there seems to be nothing of great interest inside. Upon opening a small chest near the door, you find bundles of branches tied together with string. The ends of these bundles have been coated with pitch, allowing them to serve as Torches. Near the chest, you also discover a Saber and a Tinderbox.
You may take them, along with one of the Torches, provided you update your Adventure Sheet accordingly. You then close the cabin door and continue your journey along a bramble-covered path leading northeast. Go to 103.
With a swift kick, you send the serpent's body flying away. A chilling realization grips you â the Marsh Viper was a red viper, and no cure exists for its deadly venom! Determining that pressing on in this direction would be suicide, you turn back, retracing your steps until you find solid ground once more. You then continue your journey by heading to 95.
He is a young man with blond hair and a piercing gaze. His face is marked by fatigue and stained with the dust of battle. His flowing sky-blue robes, torn in several places, clearly show that he has spent many days in the forest. He shakes your hand and bows. 'Rest assured of my eternal gratitude, Kai Lord,' he says. 'My magical powers were nearly depleted, and if you had not come to my aid, I believe I would have met my end at the tip of a Glok's spear.' He seems weak, his legs barely supporting him. You take his arm and help him sit on one of the templeâs fallen columns before listening to what he has to say. 'My name is Banedon,' he continues. 'I am a companion of the Brotherhood of the Crystal Star, the Guild of Magicians of Toran. My master sent me to your monastery with an urgent message.' As he speaks, he pulls a vellum envelope from his robes and hands it to you. 'As you can see,' he goes on, 'I opened the letter and read its contents. When the war began, I was traveling along the Great Road with two companions. Kraans attacked us, and we fled into the forest, but we were unable to reunite afterward.' The letter warns the Kai Lords that the Darklords have gathered a massive army beyond the Durncrag Mountains. The Guild Masters implore the Kai Lords to cancel the ceremonies planned for the Fehmarn festival and prepare for war. 'Alas! I fear we have been betrayed,' Banedon says, bowing his head in distress. 'One of my orderâs companions, a brother named Vonotar, delved into the forbidden mysteries of Black Magic. Ten days ago, he renounced the Brotherhood and slew one of our Elders. Since then, he has vanished, and it seems he has allied himself with the Darklords.' You then reveal to Banedon what has happened to the monastery and inform him of the mission you have undertaken on behalf of the King. When you finish your tale, he removes a Golden Chain from around his neck and hands it to you. A small Crystal Star is attached to the chain. 'It is the symbol of my Brotherhood,' the magician explains, 'and in these dark times, we are brothers as well. Take this talismanâit will bring you luck. May it protect you on your journey!' You thank him, place the Chain around your neck, and tuck the Crystal Star inside your shirt, close against your chest. (Remember to record this Crystal Star Pendant under Special Items on your Adventure Sheet.) Banedon then bids you farewell. We must leave this place,' he warns. 'The Gloks may return with reinforcements, and those wretched creatures would surely overpower us. I must now return to the Guild. Farewell, my brotherâmay the gods' luck be with you.' Go to 293.
You enter the grand Council Chamber, an immense hall adorned with white and gold tapestries. The King and his closest advisors study a large map spread across a marble table at the center of the room, their expressions tense with worry. As you recount the death of your companions and the dangers you faced to reach the citadel, everyone listens in solemn silence, never interrupting. When you finish, the King steps forward and clasps your right hand.
"Lone Wolf, you have shown courage and selflessnessâtrue qualities of a Kai Lord. Your journey was fraught with peril, and although your news fills us with sorrow, your resolve brings a glimmer of hope in these dark times. You have greatly honored the memory of your masters, and we commend you." The gathered officials join in praise, expressing their deep gratitude, and you feel yourself flush with the honor. The King raises his hand, silencing the room. "You have done all that the Kingdom of Sommerlund could ask of a loyal subject," he continues, "but our homeland still has need of you. The Darklords have regained their strength, and their ambition knows no bounds. Our only hope of repelling them lies in the Kingdom of Durenor, where the weapon that once defeated them is kept. Lone Wolf, you are the last of the Kai Lords, possessing the knowledge passed down by your masters. Will you journey to Durenor to retrieve the Sommer Sword, the Sword of the Sun? Only this divine gift will grant us the strength to vanquish the enemy and save the realm. If you accept this quest, your adventure continues in the second volume of the Lone Wolf series: Fire on the Water.