Jarel.
If you win the combat, turn to 217 .
175
For two hours you stumble through the forest until fatigue finally catches up with you. Exhausted, you stop and crouch down, with your back against the trunk of a gnarled pine and your knees drawn up to your chin (you must now eat a Meal or lose 3 ENDURANCE points). Unable to resist any longer, you close your eyes and drift off into a deep sleep.
Turn to 295 .
178
Your blow is strong and deadly accurate. It lays open the wolf's chest and cleaves its heart in two, sending the beast crashing into the dense undergrowth amid the spray of its own foul blood.
Breathless with exertion and fearful of what may still be lurking unseen in the shadows, you gather up your equipment and follow Jarel. He is anxious to get away from the dead wolves before the smell of their blood attracts more of their kind, or worse.
Turn to 282 .
179
The road winds upwards through the arid hills until it reaches a ridge of yellow rock. You climb to the crest of the ridge and catch your first awe-inspiring glimpse of Torgar.
The walls of this grim city-fortress stand upon the brink of a ravine cut deep by centuries of rushing water. A natural causeway of stone spans the dark chasm and provides the only means of approaching Torgar from the south. It has an enviable position and its defences seem impregnable. It commands the only road into the barren land of Ghatan, and any who dare travel that road must pass over the causeway and through the city's great iron gate.
In the past there have been few who would venture willingly to Torgar, but now the causeway and its approaches swarm with such men. They are the soldiers of Talestria and Palmyrion, and they have come with their engines of war to lay siege to this grim Drakkarim fortress.
Less than a mile from the ridge stands a cluster of tents, perched on top of a hillock which overlooks the siege-works. As you approach them a group of knights appear from the largest tent and command you to halt. One of them, an officer, recognizes the uniform you wear and bids you enter the tent to meet his commander. All of the knights are armed and you decide it prudent not to refuse the officer's request.
If you have ever visited the land of Talestria in a previous
Lone Wolf
adventure, turn to 45 .
If not, turn to 346 .
180
You leap from the shadows and aim a mighty blow at the Death Knight's head. But in spite of the speed of your attack and the encumbrance of his heavy armour, the warrior manages to turn aside your blow with the tip of his spear.
Death Knight: COMBAT SKILL 24 ENDURANCE 38
The warrior is immune to Mindblast (but not Psi-surge).
If you win the fight in two rounds or less, turn to 316 .
If you win the fight in three rounds or more, turn to 261 .
184
The yells of the Drakkarim echo along the battlements as they watch you sprinting towards the city. Then a rain of boulders slams down with terrific force, spraying you with splinters of stone as they disintegrate on impact. Your senses keep you safe as instinctively you dodge the falling rocks and then skid to a halt in front of the door. You plant and prime the crystal explosive, and run back, counting the seconds with every step. You clear the rampart on the count of seven and flatten yourself behind its protective wall.
Turn to 301 .
186
The ground rises steeply and it is dusk before your climb ends at the crest of a ridge overlooking the grasslands of Northern Eru. In less than an hour it will be dark, so you decide to camp here on the ridge and continue at first light (you must now eat a meal or lose 3 ENDURANCE points).
You are settling down on a mattress of leaf mould when the howl of a timber wolf prompts you to abandon your soft bed and spend the night in the bough of a tree.
Turn to 125 .
187
You unsheathe a hand weapon and crouch in readiness to receive the creature's attack. It howls, almost with glee, as it anticipates sinking its great yellow fangs into your