trees, screaming all the while for his men to come and save him. Then you see the first of them emerging from the surrounding pines. Rather than fight them, you decide it better to escape whilst you still can, and so you take to your heels pausing only to snatch up the captain's satchel as you leave. The brigands give chase, but they soon lose you among the dense pines and call off their pursuit.
Turn to 247 .
114
You recover quickly from the unexpected shock and manage to keep your place in the line as it moves up the hillside, away from the poisoned trough, without displaying any discomfort.
Turn to 250 .
115
You command her to raise her right hand and she does so without hesitation. On her index finger you notice a platinum ring which you sense at once is magical; it is the source of her psychic power. The ring is fused to her hand and cannot be removed. Having no wish to sever her finger, you command her to lower her hand and tell you where you may find the Crooked Sage Inn. Obediently, she gives you clear directions to Tavern Lane, the street where the inn is situated, and less than ten minutes later you find yourself at a signpost which marks the entrance to this narrow thoroughfare.
Turn to 332 .
116
The Elder scolds you for more than a minute before he loses his patience and stalks off, dismissing you as unworthy of his time. Those seated around you have now become uncomfortably curious about who you are. To avoid their attentions, you get up and move to the stern where a score of acolytes are kneeling in prayer.
Turn to 124 .
117
You find shelter in a wooded grove, close to the trail, where you are able to make camp for the night. Darkness descends, but the surrounding trees are kept illuminated by a spectacular host of twinkling lights which swoop and soar above the hills. 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.
The storms stay away this night and you are able to get several hours' uninterrupted sleep — restore 3 ENDURANCE points. You rise with the dawn and breakfast on roots and berries which are in plentiful supply (there is sufficient surplus for 2 Meals). Then you break camp and continue your ride towards Vorn.
Turn to 8 .
118
You raise the sun-sword and strike out with unerring accuracy as the first of the Vortexi engulf you.
Vortexi: COMBAT SKILL 49 ENDURANCE 48
For possessing the Sommerswerd, restore 5 points to your ENDURANCE score. For every level of Kai rank you have attained above that of Kai Grand Guardian, you may add a further 2 to your COMBAT SKILL for the duration of this fight.
If you win the combat, turn to 46 .
123
You whisper the words of the Brotherhood Spell Lightning Hand and point your finger at the Arch Druid. A tingling sensation runs down the length of your arm which culminates with a bolt of blue-white energy that arcs from your index finger and explodes against the haft of Cadak's staff.
Your sudden and unexpected use of magic caught the Arch Druid off-guard. He defended himself, but you sense that the bolt has weakened him. Seizing this opportunity, you draw your weapon and rush forwards to attack him before he fully recovers.
Arch Druid Cadak: COMBAT SKILL 48 ENDURANCE 32
Arch Druid Cadak is immune to Mindblast and Psi-surge, but he is vulnerable to Kai-surge.
If you win this combat, turn to 298 .
124
You kneel between two praying acolytes and begin to mumble along with their sonorous prayer-dirge. A shiver runs along your spine and you begin to feel queasy; a strong aura of evil surrounds the group and your psychic senses are struggling to shield your mind from its insidious influence.
You notice that some of the acolytes are shaking uncontrollably, and sweat drips from their faces despite the icy wind which howls across the deck. You recognize that they are suffering the after-effects of using Adgana, a potent and highly addictive