Gildas and his men to throw themselves to the ground to avoid being struck. One of these missiles hits the door's dial and completely destroys the lock. Moments later, the heavy door swings inwards without a sound. You thank Ishir for this momentous stroke of good fortune as you scramble to your feet. Quickly you step inside the tower, and then you turn and beckon the rangers to follow.
When all three are safely inside, you push the heavy door closed and slide its bolt across, locking it securely.
To continue, turn to 136 .
108
The rangers quickly dismount and come running to your aid. Sergeant Paviz retrieves your horse, and you use your Magnakai Curing skills to repair his gashed forelegs. Then Ranger Yalin warns you that he can hear the bridge guards stirring from their sleep. Before they emerge from their shacks, you remount your horse and lead your companions away at the gallop.
Turn to 272 .
109
You skirt around the ruins to the north and happen upon the remnants of an old track, overgrown with shorter vegetation. You are following this trail when you suddenly you hear a sound like thundering hooves. The noise is approaching from the north and you command your companions to halt. To get a better view, you stand upon your horse's back and magnify your vision. A tingle of shock runs down the length of your spine when you catch sight of a group of strange creatures speeding through the tall grassland at a terrific pace.
Illustration VII —Through the tall grass, a group of creatures speed towards you at a terrific pace.
They have black bull-like bodies, yet their heads are crocodilian in shape, and a spiky mane of hair runs the entire length of their muscular backs. They possess four legs and two forelimbs, tipped with claws, in which they cradle cumbersome lances crudely pared from the trunks of Vanchou pines.
You inform Gildas of what is approaching and he gasps with fear. ‘Xanon!’ he exclaims. ‘Ishir preserve us!’ Before you can stop them, the rangers turn their steeds about and take off at a gallop along the track that leads back towards the site of the ancient village.
Turn to 299 .
110
Beyond the main gate is a courtyard where several wagons, filled with provisions, are being unloaded. You and your companions each take a box from the rear of the nearest wagon and join a line of men who are delivering their goods to a kitchen store room located near the middle of the barracks complex. You leave your boxes here and then return to the courtyard to collect some more. As you are making your way back, you pass a door that your Kai senses tell you is unlocked. Quickly you slip inside and then signal to the rangers to follow. When all of you are safely inside, you shut the door and draw its bolt.
Turn to 298 .
111
You draw upon your improved mental skills to launch a powerful volley of psychic bolts at the three guards. Paralysed by your unexpected attack, they drop their spears and clutch their hands to their heads in agony. The rangers seize this chance to attack, and they quickly overpower them, leaving the men propped unconscious against the base of the nearest tree.
Turn to 41 .
114
You are wary of the creature's request and secretly you suspect that it is some kind of elaborate trap. You back away from the cave mouth and signal to the rangers to leave the clearing. The beast pleads with you to return, but you ignore its plaintive cries and hurriedly you remount your horse. Gildas beckons you to follow as he and his rangers make good their escape into the trees.
To continue, turn to 346 .
117
Gildas falls unconscious at your feet, and you hear the Autarch's thin laughter echoing around the chamber. He has enjoyed watching the two of you fight, but now he wants what he has come all the way from Otavai for.
‘You have the Claw — I sense it,’ he growls, in a quiet, menacing tone. ‘Give it to me and you shall be rewarded. Deny me, and you will perish in agony.’
Your Kai senses
editor Elizabeth Benedict