all the Equipment that was inside it.
If the number picked is 7–9, your Backpack is intact but you have been wounded in both arms. Lose 3 ENDURANCE points and run to the trees.
Now turn to 303 .
189
You thank your Kai training and your quick thinking, for that bog could have proved as deadly as any Drakkarim or Kraan.
You are worried about losing time, and push on further into the trees towards the south. Ahead of you, you see a wide path that also leads south.
Turn to 118 .
197
The Drakkar lies dead at the bottom of the ferry. He has a Short Sword and 6 Gold Crowns which you may keep if you wish. You push the body into the water where it floats for a few seconds before disappearing into the icy depths.
Grabbing the pole, you steer to the other side of the lake and abandon the ferry.
Turn to 172 .
202
Urging your horse forward, you gallop down the long stretch of highway towards the capital. After only a few minutes your horse suddenly slows and finally limps to a halt. You dismount and examine its raised right foreleg. You curse your ill luck, for you see that it has thrown a shoe and injured its hoof quite badly. You will have to leave him here and proceed on foot as quickly as you can.
Turn to 58 .
204
After an hour of walking you arrive at a junction. The path continues south and another path joins it from the west. You realize that the west path will lead you back to the marsh, so you continue southwards.
Turn to 111 .
206
The path soon joins a highway where a signpost indicates Toran to the north and Holmgard to the south. You turn south towards the capital.
Turn to 224 .
207
The track soon reaches a larger road which crosses the stream via a stone bridge. A signpost at the bridge points north to Toran and south to Holmgard. The road itself is jammed with people moving south, some pushing their possessions along on handcarts. You join the refugee column and head towards the capital.
Turn to 30 .
209
You see ahead a corridor sloping upwards, and as you reach the top of this slope, a stone portal slides across to reveal another passage ahead.
You step through the opening which then quickly closes with a crunch.
Turn to 23 .
212
When you awake, the pain is but a memory. Restore all lost ENDURANCE points to your original score. A tall man dressed in white robes stands before you, a bowl of herbs in his hands. Placing the leaves into a kettle of boiling water, he then turns to greet you.
Illustration XIII —A tall man dressed in white robes stands before you, a bowl of herbs in his hands.
‘You have passed close to death and have seen his face, Kai Lord, but the Grey One has not claimed you for his flock. You are healed in body but I sense that you are wounded in spirit. What is it that troubles you so?’
You recognize the man to be one of the King's senior physicians, for the gold embroidered emblem of a dove upon his sleeve is the sign of his respected vocation. You tell the aged cleric of the events at the monastery and of your perilous journey to the King.
Raising you gently from the bed by your arm, he bids you follow him. You notice that you are in a lavishly decorated room which leads out through a long corridor lined with tapestries. It slowly dawns on you just where you are.
This is the citadel of Holmgard and you are about to meet the King.
Turn to 350 .
213
You have been trudging through the forest for nearly two hours. The nagging fear that you are lost begins to seem a reality. Apart from the occasional cry of a Kraan in the far distance, you have seen or heard no evidence that the enemy is in this part of the forest. As you descend a rocky hillock, you see something unusual in the tangled woods ahead.
Turn to 331 .
214
The path gradually narrows until it disappears completely into a mass of dense vegetation. You cannot go any further on this route and therefore you must return to the clearing.
Turn to 125 and take the south path.
216
Placing one hand on his forehead