you win the combat, turn to 266 .
78
You tug open the door of the Princess's carriage and see a tearful Mitzu cradling the young Prince Kamada in her arms. The boy is pale and limp, and beads of cold sweat glisten on his forehead.
‘Oh! Ishir! What has happened to my poor, poor boy!’ wails his distraught mother.
Illustration V —In the Princess's carriage you see a tearful Mitzu cradling the sickly Prince Kamada in her arms.
You place a hand upon his forehead and open one of his eyes, revealing a dilated pupil. You suspect that he has swallowed poison and quickly you look around the interior of the carriage. On the boy's cot, tucked beside his pillow, you notice a wooden toy soldier. You retrieve this toy and examine it closely.
If you possess Herbmastery, turn to 32 .
If you do not, turn to 176 .
79
The Arrow of Atonement narrowly misses the Autarch by no more than a hand's breadth. It lodges in the wall of the tunnel, and the fleeing tyrant is unaware of how close he came to death.
You rush forward and wrench the Arrow of Atonement from the mouldering stone, and then you pursue the Autarch and his innocent young hostage.
Turn to 6 .
80
You intone the words of the Brotherhood Spell Mind Charm and command the prisoner to answer Sergeant Yeng's questions. His eyelids flutter and half-close as your psychic suggestion begins to take effect, and then falteringly he begins to talk.
Turn to 51 .
81
Chan calls for volunteers to join you on the raid, and Sergeant Yeng and three others, including Trooper Yankin, step forward. Chan commends them for their courage and he wishes the five of you good luck.
You decide to approach the Bhanarian command post on foot, under cover of the grassland. You reach the base of the hill undetected, and wait here several minutes to observe the post and its tower at the nest of the hill. To your relief, you discover that there are only six enemy soldiers occupying the hill — an officer, four bodyguards, and one signalman. You consider your plan of action carefully, and decide that you must attack the command tent and flag-tower at the same time if your plan is to have any chance of success.
If you wish to lead the attack on the enemy command tent, turn to 103 .
If you decide to lead the attack on the flag-tower, turn to 160 .
82
Suddenly you glimpse Chan's troopers rushing towards the creatures from behind. Bravely they strike out at them with their heavy cavalry sabres, and the surprise of their attack buys you and the captain a few precious seconds in which to free your weapons and defend yourselves.
Illustration VI —Chan's troopers make a brave assault on the attacking Krakalla.
Krakalla: COMBAT SKILL 50 ENDURANCE 48
You may add 1 to your COMBAT SKILL for the duration of this combat, for you are being supported by one of Chan's troopers who is attacking this creature from behind.
If you win the fight, turn to 241 .
83
The vile gas makes you cough and retch (lose 1 ENDURANCE point). As your Magnakai Discipline of Nexus begins to neutralize the toxins that have entered your lungs, you order Princess Mitzu to help her father to safety. You fear that the gas will swiftly be fatal to the aged Khea-khan if he should inhale its poisonous vapours. The brave Princess obeys your command. As she helps her father to reach the far end of the burial crypt, you run through the poison cloud and set off in determined pursuit of the tyrant and his young hostage.
Turn to 6 .
84
The day gets off to a fine start with not a cloud to sully the cobalt-blue sky. The journey passes peaceably and you are able to make up the time lost due to yesterday's bad weather. The following day is cooler and Chan is confident that the caravan can reach the ruins of Zanaza before nightfall. Shortly before noon, you espy the site of an ancient graveyard located just a few hundred yards north of the highway. A wagon is parked outside its dilapidated gate, and when you magnify your vision, you
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