to the centre of this deserted settlement.
Turn to 310 .
106
In the distance you see a makeshift roadblock. Several trees have been hacked down and they are strewn haphazardly across the road. Behind this obstruction stand several armoured Drakkarim, waiting eagerly for you to appear.
At once, you leave the road and take cover in the forest. The trees hereabouts are too dense to allow you to enter on horseback, so reluctantly you abandon the mare and enter on foot. Your instinct and Pathsmanship skills lead you in a westerly direction and you cover more than five miles before the trees begin to thin out. Then you emerge from the forest to be greeted by a spectacular sight.
Turn to 192 .
107
You reach Bear Rock shortly before dusk. The landmark is a massive granite boulder, weather-worn into the shape of a huge bear standing upright with its forepaws extended. It is positioned on the west side of the Gourneni and overshadows a sheltered cove formed where, over the centuries, the river has undercut the bank. Here you bring the boat ashore and make camp for the night.
Over your evening meal you discuss the next leg of your mission. In the morning you will hide the boat before setting off cross-country towards Magnaarn's headquarters at Shugkona. Fifty miles of dense timberland separate you from this town and, in current conditions, you estimate it will take at least two days to reach.
If you possess Animal Mastery
and
have reached the rank of Kai Grand Guardian or higher, turn to 129 .
If you do not possess this Discipline, or if you have yet to reach this level of Kai rank, turn to 88 .
108
You flatten yourself against the bottom of the rowboat and listen to the gruff voices of the Drakkarim as you draw closer to their position. You hear splashes; then suddenly there is a loud thud and the rusty tip of an arrow punches its way through the side of the boat, stopping barely inches in front of your face. You hear the enemy's coarse laughter and you realize that they are simply using your boat for a spot of target practice. They are unaware that you are hiding inside. As you drift past them they rapidly lose interest in your craft. They put down their bows, pick up their makeshift fishing lines, and resume their efforts to catch themselves something to stave off their hunger.
Turn to 251 .
110
You look down at your feet, and using your infravision, you see the outline of a huge, slug-like amphibian poised no more than a fathom below. Wrapped tightly around your legs are two rope-like tentacles which extend from a sac beneath the creature's solitary eye. You try to kick free but it will not easily let you go. Slowly it is drawing you deeper into the lake.
Desperate to get free, you summon to mind the Elder Magi Battle-spell of Concussion . Then you project your right hand at the creature and a deep boom resonates in your head, its effect greatly amplified by the water. At once the creature releases you and dives for the shelter of its lair, trailing blood from those parts of its body which pass for its ears.
Once free, you take hold of Prarg's tunic and pull him towards the jagged hole in the ice.
Turn to 313 .
111
You release your drawstring and send the Arrow screaming towards the creature's hairless skull. Almost immediately it strikes the beast above its right eye and, although it does not penetrate bone, the shock of the impact knocks the Ciquali off its webbed feet and sends it tumbling backwards into the water.
You shoulder your Bow and rush to help Prarg who is lying, barely conscious, with his face in the shallow water which is sloshing around at the bottom of the boat. You are reaching down to pull him over onto his back when suddenly you feel two pairs of scaly hands grab hold of your cloak. With a loud growl, you spin around and unsheathe your weapon in readiness to deal with your attackers.
They are two Ciquali, their hides decorated with ritual scars which mark them as warriors of their tribe. At