and the other on his wounded arm, you feel the warmth of your healing powers leave your body and give strength to the injured man.
He tells you his name is Trimis and he is a soldier in Prince Pelathar's army. The Prince and his troops are engaged in battle to the south, where a large force of the Darklords' creatures are attacking the bridge of Alema. During the fight, he had been snatched into the air by a Kraan, and dropped into the forest.
You make the soldier as comfortable as possible before continuing on your mission.
Turn to 264 .
218
Your senses reveal that more than just horses are heading towards you. You can just make out the very high shrieks of Giak war-cries in the distance. By the number of cries and curses you estimate that there are over a dozen Giaks, and probably Doomwolves as well. You decide that advertising your existence is perhaps not quite such a good idea after all!
Turn to 75 .
219
All that remains of you now is embedded five feet into the stairs on which you were standing, beneath a vast granite block.
Your mission and your life end here.
221
Cautiously, you approach the base of the log wall. The tree trunks are rough-hewn and afford plenty of footholds for your climb. As you reach the top of the wall, you come face to face with a crossbow. The soldier holding it in your face motions for you to descend a wooden ladder to the ground. You do not argue with him. Slowly you descend the ladder.
Turn to 318 .
224
You have ridden several miles and have seen no sign of refugees or of the enemy. You race on towards a high ridge in the middle distance. You should be able to see the capital from there.
As you reach the peak, the sight that meets you on the far side is one of hope — but there is still one challenge you know you have to face.
Turn to 153 .
229
The Kraan hovers above you, raising dust with the beat of its huge black wings. The dust gets into your eyes and nose, and you start to cough. Now the beast attacks.
You must fight it to the death. Because of the dust, you must reduce your COMBAT SKILL by 1 point.
Kraan: COMBAT SKILL 16 ENDURANCE 25
If you win you have a choice.
Will you search the body by turning to 267 ?
Or will you continue along the east path by turning to 125 ?
230
In the far distance, you can make out the silhouette of soldiers on barges that are strung out in a line across the river. You can hear the low growls of Doomwolves returning along the opposite bank.
For once you throw caution to the wind and sprint along the river bank towards the barges in the distance.
Turn to 179 .
233
After nearly an hour, you catch up with the horse and succeed in calming him down. You are now north of the cabin, but you are confident of finding your way back.
Mounting the horse, you ride back past the cabin, and press on towards the south once again.
Turn to 206 .
234
You jump clear of the speeding caravan but land very badly and break your ankle. The pain is terrible and you soon lose consciousness.
Unfortunately you never wake up, but it may be of interest to you that your head is now adorning the saddle of a Kraan.
Your life and your mission end here.
236
The Gem hovers above the mouth of the skeleton king, glowing a fierce red. Suddenly, an explosion of searing crimson flame lashes upwards from the sarcophagus, destroying the Gem completely. You are thrown against the far wall and knocked unconscious.
When you awake, the chamber is completely empty. The skeleton king and the sarcophagus have vanished. You have lost 6 ENDURANCE points, and your initial COMBAT SKILL is reduced by 1 point for the rest of your life. (Remember to erase the Vordak Gem from your Action Chart . If you had two Gems, you need erase only one.)
You carefully get to your feet and stagger towards the tunnel.
Turn to 104 .
240
The path leads along a ridge of wooded hillocks and changes direction towards the east.
Turn to 79 .
241
The wizard heeds your cry and spins
Christiane Shoenhair, Liam McEvilly