rest, confident in the knowledge that they will wake you at the first sign of trouble.
Turn to 344 .
195
The face of the worm is changing. It no longer resembles your brother Jen; it has taken on the haughty visage of the Demoness Shamath.
‘Ha!’ she snorts. ‘How puny and insignificant you mortals are. There can be no sport for me in the easy slaying of your kind, for it is too easy. There is no challenge. Therefore I, Shamath, Mistress of the Gates of Darkness, shall devise one. I challenge you to a duel … a duel of intellect!’
The great worm-thing retreats towards the dais and the darkened walls of the cavern are suddenly illuminated by a thousand jets of flame, which roar from jets set into the smooth, glassy floor.
‘Very well,’ she says, fixing you with her supernatural eyes. ‘Let the combat begin.’
Turn to 189 .
201
You stare into the man's steel-blue eyes and, using your psychic skill, implant in his mind the suggestion that he should put his crossbow on the ground. You are hoping he will comply with your command so that you can attempt to get away, but then he says something which makes that idea redundant.
‘You're no bandit,’ he muses. ‘No, by thunder, you look like a Sommlending to me.’
Turn to 13 .
202
President Kadharian is a tall, muscular man whose stern countenance reflects his unmistakably military background. He gives a formal salute, and then he offers you his strong hand in friendship. You accept readily, without hesitation.
Illustration XI —He offers you his strong hand in friendship.
‘Welcome, Grand Master,’ he says, his jade-green eyes glinting warmly in the torchlit hall. ‘I am deeply honoured that you have answered my call. I trust your journey to Helgor was not too difficult?’
‘I encountered no problems that couldn't be overcome,’ you reply.
‘Good, good,’ he says, and gives a knowing laugh. Then he bids you accompany him as he crosses the floor of the senate hall and pushes open the door to a smaller adjoining room.
‘And now to the business in hand. I shall endeavour to explain the reasons why I felt it necessary to request your help, Grand Master.’
Turn to 100 .
203
Darkness descends as you ride down from the hill pass, but the twisting trail is kept illuminated by a spectacular host of twinkling lights which swoop and soar above the glimmering waters of the lake. It is a wondrous display but you are not deceived into thinking that all is well. There is a great and evil magic at work here; you can sense it.
You have ridden to within five miles of Vorn when you are forced to leave the trail and take cover. Ahead you see a group of Vakovarian bandits encamped on a bridge which carries the trail across a fast-flowing stream. Rather than risk a confrontation, you take cover in a wooded grove and spend a restless night waiting for the dawn. Due to the proximity of the enemy, you are unable to sleep — lose 3 ENDURANCE points.
To continue, turn to 339 .
206
You have difficulty controlling the tremendous forces contained within the Deathstaff. Some of the Vortexi are able to seize upon this weakness and break away from the spinning cyclone to make good their attack.
Vortexi: COMBAT SKILL 44 ENDURANCE 30
For every level of Kai rank you have attained above that of Kai Grand Guardian, you may add 2 to your COMBAT SKILL for the duration of this fight. However, due to the insidious effect of the Deathstaff, you must reduce your ENDURANCE score by 3 prior to the start of this combat.
If you win the combat, turn to 46 .
207
The hut has long been deserted but it still offers you and your horse good protection against the elements. It is watertight and there is sufficient straw on the floor to feed your mount and keep you warm during the night.
Before you settle down to rest, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.
Sheltered from the foul storm, you are able to get a good night's
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