possess Kai-surge and elect to use it. 11
If you win this combat, turn to 101 .
[11] As the Kholo is ‘especially susceptible to
all
forms of psychic attack’, it seems reasonable that you may double all bonuses conferred by the use of Mindblast as well.
88
You hear the spear come whistling towards you and instinctively you dive headlong through the doorway to avoid being struck in the back. Your swift reactions save your life but they do not save you from injury. The tip of the spear gouges your back and the force of impact knocks you to the ground: lose 4 ENDURANCE points.
Turn to 59 .
89
The two henchmen draw their swords and the people pressed around them begin to panic. As a clear space forms, you see Melchar stoop to pick up a bottle dropped by the crowd. He hurls it at one of Wrok's men and it strikes him squarely on the forehead, leaving him sprawled unconscious on the ground.
His confederate whirls his shiny blade around his head and attacks you like a charging bull.
Wrok's Gate Guard: COMBAT SKILL 30 ENDURANCE 30
If you win this combat, turn to 331 .
92
You estimate that you are less than a mile from the mainland coast — a comfortable distance for a good swimmer, especially for one who possesses the strength and stamina of a Kai Grand Master.
You say farewell to Captain Radyard and he thanks you for your selflessness. He orders his crew to hoist the sails, and he tells his bo'sun to wave a white flag from the stern deck to signal to Sesketera that he is complying with his commands. A longboat is launched from
The Triasus
to collect you. It is carrying an officer and six marines, each armed with a half-pike and a Bor pistol. Radyard suggests that you go to the head of the boarding ladder so that you can surrender to the longboat's officer when he comes aboard.
‘Who said anything about surrender?’ you retort.
‘But … I thought … ,’ stutters the captain.
‘I've no intention of surrendering to Sesketera!’ you say, and before Radyard can utter another word, you vault over the gunwale and plunge feet-first into the clear blue sea.
Turn to 128 .
93
You leave the taverna and follow the road into dense timberland. It is an uncomfortably hot and humid region, and you are made to feel even more uncomfortable by swarms of tiny insects that bite any exposed areas of your flesh (lose 2 ENDURANCE points). Judging by the number of bites you sustain, you suspect that these insects consider Sommlending flesh to be something of a delicacy. During your trek to Jazer, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose a further 3 ENDURANCE points.
As the sun approaches the horizon, the road passes across a high plateau before descending towards the shimmering green waters of the Jazer Strait. The city of Jazer nestles in a wooded bay and you arrive at its east gate shortly after sunset. A notice board fixed to the gatehouse wall informs you that you have missed the last ferry, a service which carries road travellers across the strait to connect with the trade road to Tiklu and beyond. The next ferry leaves tomorrow morning at an hour after dawn.
It is a warm night, and as you wander through the streets of this city, you contemplate where you should best spend it.
If you wish to find lodging for the night, turn to 138 .
If you decide to sleep in the open, turn to 203 .
95
The guildsman takes great offence when you decline to drink with him. He slams the decanter and glasses onto his desk, and then he orders you to leave his chambers and never set foot in Coppersmiths' Hall ever again.
Outside the Hall you rejoin the Suhnese crewmen and hurry with them through the flagstoned streets of the city, retracing your route back to the harbour in the hope of reaching
The Azan
before night closes in completely. You are within a few hundred yards of the harbour entrance when suddenly a patrol of the city watch come marching around a corner with their spears
Rebecca Hamilton, Conner Kressley