top, one of Wrok's men grabs him by the legs. A desperate tug-of-war ensues between you and the henchmen, with the unlucky Melchar in the role of the rope. Suddenly the henchmen release his legs and you and your companion tumble over the gate to land with a thud on the street outside the racetrack. You are getting to your feet when you hear the crowd around you are laughing, but it is not until you look at Melchar that you understand why. In the struggle with the henchmen the young journeyman has lost his breeches. Red-faced with embarrassment, Melchar shouts for you to follow him as he pushes his way through the giggling citizens and enters a narrow alleyway between two shops. Turn to 174 .
74 You raise your Bow and quickly fire an Arrow at the side of the creature's shimmering head. Yet it seems to sense the approaching shaft and the beast destroys it with a bolt of energy that emerges from the centre of its being. Desperate now to save your stricken mount, you rush forward and attack the creature with your Kai Weapon. Illustration V —A bolt of energy emerges from the centre of the creature's being. Tzoog: COMBAT SKILL 48 ENDURANCE 32 This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Valiance’, add +8 to your COMBAT SKILL (instead of +5). If you win this combat, turn to 149 .
75 As you leap over the parapet, you utter the words of the Brotherhood Spell Levitation . By using this spell you are able to control the speed of your fall. Immediately your feet touch down on the floor of the hall below, you are able to rush to the main doors and escape from the citadel at a run. Turn to 155 .
76 You urge Gemulkin to turn his ship about for the fury of the electrical storm is churning the sea, making it boil and seethe. Fearing for the safety of his cargo and crew the captain readily agrees and he orders his helmsman to bring the ship around. But as the Vargas returns towards Shuri Point, Gemulkin suddenly sees something on the horizon that makes him change his mind. Turn to 100 .
77 Clutching at your wound, you hurry out of the park and descend the steep path which leads down to the harbour below. When you are sure that you have not been followed, you pause to use your Magnakai skills to heal your injury and check any poison that may have tainted the blade of the cursed dagger. Dusk is approaching by the time you reach The Azan , and when you go aboard you discover that the cargo has been fully loaded. Captain Jenkshi is pleased with his crew and feels they deserve some reward for all their hard work. Half of his men would like to spend the night ashore at the Three Capstans Inn, one of their favourite taverns. The tavern-keeper delivered some fresh food to the ship during the afternoon, and he promised a free flagon of ale to any crew member who paid him a visit this evening. The captain gives his permission, but on one condition — all those who wish to go ashore this evening must be back on board before dawn breaks tomorrow. ‘We sail on the dawn tide,’ he bellows, ‘so don't expect to find us still here if y'roll up late.’ If you wish to go ashore and visit the Three Capstans Inn, turn to 144 . If you decide to stay aboard with the captain and the remaining crew members, turn to 288 .
78 Oriah takes you to another antechamber where she opens a door concealed behind a hanging tapestry. A narrow torchlit passage lies beyond this door and together you follow it until you arrive at a domed alcove. Here Oriah touches the head of a marble statue and the alcove swivels open to reveal a balcony encircling a large hall. Peering over the parapet you see that it is the main entrance hall to Sesketera's citadel. Its polished stone floor lies some twenty feet below the balcony, and its doors are guarded by two impressive warriors. They are attired in gold armour which glimmers in the weak rays of sunlight that are now filtering into the hall through its