—The smoke clears to reveal the grinning face of a dwarf at the cabin window.
The smoke clears to reveal the grinning face of a dwarf at the cabin window. A smear of soot blackens his rosy cheeks and exaggerates the whiteness of his crooked teeth. He is holding a tube of smoking steel that you assume to be a magic staff, until you notice that each of the dwarf crew carry identical staves. As they point them at the swooping Kraan, gouts of smoke and flame bellow from their tips. Suddenly you recognize the weapons and their wielders — they are dwarves from the mountain kingdom of Bor, armed with one of the inventions for which these ingenious artisans are justly famous throughout Magnamund.
The Kraan are terrified by the noise; they turn their leathery tails and fly away, their Drakkarim riders powerless to stop them. The primitive guns have claimed only one victim, but nevertheless, they have driven off the enemy and saved the skyship from disaster.
Banedon steers the craft about, banking steeply until the ship faces the darkening peaks of the southern mountains and the distinct V-shaped cleft of the Dahir Pass.
Pick a number from the Random Number Table .
If the number you have picked is 0–2, turn to 250 .
If it is 3–9, turn to 312 .
324
You are less than ten feet from the sentry when he senses that something is wrong. He turns to confront you just as you are making your attack.
Drakkarim Sentry: COMBAT SKILL 18 ENDURANCE 25
If you win the combat, hide the body and enter the tomb.
Turn to 395 .
326
‘Walk along the street to the Dougga Market. Behind the stables there is an alley. Tipasa lives there, in the house with the blue door.’
As you make your way through the dancing crowd to the tavern door, you take care to keep both hands on your Belt Pouch. An embarrassed Banedon follows in your footsteps, cursing his misfortune under his breath.
Turn to 202 .
327
Your blow has opened a wide gash in both the Drakkar and his mount. The Kraan spins uncontrollably, discarding its black-clad rider as it spirals earthwards. With the terrible cries of the doomed Drakkar fading below, you wheel to the south to avoid being caught between the two converging squadrons of Kraan-riders.
The quick change of direction increases the distance between you and your pursuers, but the Itikar is badly wounded and you are close to despair; your mount is losing so much blood that it could lapse into unconsciousness at any moment, dropping you like a stone onto Lake Inrahim.
Suddenly, you spot something in the distance. It is a sight that renews your faith in miracles.
Turn to 221 .
331
You have little sleep that night as you lie thinking about the quest that lies before you, haunted by the fear that the Darklords may already have found the
Book of the Magnakai
.
You rise before dawn and breakfast on a meal of sheep's butter and dried milk cake, before bidding farewell to Tipasa's wife. The trek back to the
Skyrider
passes uneventfully, and by noon you have reached the rocky crag where the craft is moored. Nolrim is the first to greet you, but he cannot hide his disappointment that you have returned unaccompanied.
‘Do not worry — the answer lies here,’ says Banedon, holding up Tipasa's diary. ‘Prepare to set sail.’
As the
Skyrider
rises into the clear blue sky, Banedon hands over the helm to Nolrim and bids you follow him to his quarters at the prow. For three hours he pores over his charts, making calculations, checking instrument readings, and racking his brain for the solution that will pinpoint the Tomb of the Majhan.
‘It's no use,’ he says, tired and exasperated. ‘I cannot fathom these numbers.’
As you peer at the pages of Tipasa's diary, suddenly you realize that they are written in code. What Banedon had assumed to be positions of stars is a code to three numbers that give the precise location of the Tomb.
Consult the map to help you discover the location of the Tomb of the
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