his right, he pulls a glowing green gem from the pocket of his ermine robes. Your Sixth Sense warns you that this stone is radiating strong psychic energies. Through its use, Sadanzo is able to exert a powerful control over the noblemen of Siyen. The gem flares in his hand and the noblemen, including Prince Karvas, cease all movement. They have become rigid, like a group of stone statues.
Illustration V —Sadanzo draws his sword and pulls a glowing green gem from the pocket of his robes.
Your Sixth Sense tells you that your psychic Kai defences are preventing you from succumbing to the power of this evil gem. You also sense that if you are to break the Baron's mental hold over Karvas and the others, you must destroy the gem that is clenched in his bony fist.
You unsheathe your Kai Weapon and advance upon Sadanzo. He laughs at your approach and raises his sword in readiness for a fight to the death.
Baron Sadanzo
(with Gem of Naar)
: COMBAT SKILL 54 ENDURANCE 36
Sadanzo is immune to Mindblast (but not Kai-surge).
If you win the combat, turn to 50 .
84
You are pleased to discover that the stone hut is both empty and large enough to accommodate you and your horses with ease. Its ancient granite blocks keep out the chill mountain wind and its slate-tiled roof is in remarkably good condition. Once you have tended to your horses and settled them for the night, you and Karvas try to make yourselves comfortable on the flagstoned floor so that you can get a few hours' sleep before daybreak. You are laying your cloak down on the ground when you discover an iron ring set into one of the flagstones. Closer inspection reveals the stone to be a hinged trapdoor and, when you pull it open, you discover a flight of steps leading down to a subterranean chamber. Positioned in the centre of this sunken chamber is a solid block of marble. A symbol has been carved in its surface, one that you recognize immediately: it is the tiger's-head emblem of Sejanoz — the Autarch of Bhanar.
Cautiously you descend the steps and approach the block. Your Magnakai Discipline of Divination makes you sensitive to an aura of evil that lingers in this chamber, and your Magnakai Pathsmanship skills alert you to a concealed panel which is located at the centre of the carved symbol.
If you wish to attempt to open the concealed panel, turn to 185 .
If you would prefer to leave this chamber, turn to 329 .
85
You land among the rocks, gashing your hands and knees as you scramble for the cover of a large boulder (lose 2 ENDURANCE points). The blond man fires his crossbow and the bolt comes whistling up the track towards Acraban. Hurriedly the magician makes a circular movement with his right hand and the iron projectile shatters when it collides with the invisible shield he has created.
Shocked by this display of sorcery, the man discards his weapon and runs away along the beach. You pull yourself to your feet and call him to come back.
‘Please stop, Prince Karvas,’ you plead, striving hard to make your voice sound as unthreatening as you can. On hearing his name the man halts and turns to face you.
‘You have no need to fear us — we come as friends,’ calls out Acraban. ‘We have journeyed far to find you and we bring important news from Siyen. Please, sire, let us talk.’
You are now able to see the man's face clearly and you note his long flaxen hair, his tanned skin, and his bold blue eyes. Your Kai senses assure you that this man truly is Prince Karvas.
‘Who are you?’ retorts the Prince. ‘And what do you want from me?’
Turn to 170 .
87
You speak the words of the Brotherhood Spell Lightning Hand and release a bolt of energy at the palisade gate. It rips through its timbers and leaves a jagged hole smouldering in its wake. Your display of Brotherhood magic clearly terrifies the guards for they drop their spears and scatter. Without looking back, the two of you gallop out of Jaroc and escape across the open plain that
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