Only their hair, blond and black is visible.
‘I'm a boy,’ says the one with black hair.
‘I'm a girl,’ says the one with blond hair, the voice identical to the first.
The conjurer steps forward and says that they are a boy and a girl but at least one of them is lying. He asks which is which and invites the audience to bet on the answer.
If you wish to bet on this conundrum, turn to 245 .
If you do not wish to gamble and would rather approach the bar and enquire about a room for the night, turn to 253 .
200
The old stone door creaks slowly open, and as the dust settles, you find yourself staring into the crypt of Tekaro Cathedral. Stepping into the chill, stale air, your heart begins to pound in your chest; the Lorestone is here — you can feel it.
Beams of ashen moonlight filter into the crypt, illuminating a line of sombre granite tombs that lie like sleeping giants under the earth. Clutching the Small Silver Key, you examine them one by one for the lock that guards the legendary Lorestone.
You find the lock and insert the key, but you are suddenly distracted, on the brink of discovery, by the creature that is advancing through the sewer door.
Turn to 334 .
202
The room is small, shabby, and bare except for the battered straw mattress and threadbare carpet covering the floor. You lock the door and settle down to sleep, using your Backpack as a pillow and your cloak as a blanket. In the middle of the night you are woken by a bright light. A shooting star of sun-like brilliance arcs over the city, shedding a rainbow of colour across your drab surroundings. You watch the star as it slowly disappears before settling down once more to your much needed rest. It seems as if you have only just closed your eyes when the loud and loathsome clang of the tavern bell fills your ears.
‘All awake, all awake! A new day dawns my fine brave lads!’ As the voice of the tavern-keeper echoes through the inn, you dress, gather your equipment, and then collect your horse from the stable.
Your rest restores 1 ENDURANCE point. Make the necessary change to your Action Chart before setting off on your search for Brass Street.
Turn to 300 .
203
With bated breath you wait for the enemy to pass. As the last man rides into view, you break cover and attack him with deadly efficiency. He tries to raise a shield to block your blow but cannot react in time to save his life. As he tumbles to the ground, you cut the reins from his saddle and take off along the highway with the unconscious wizard in tow.
Turn to 188 .
204
Prince Ewevin holds a conference of war. An hour passes before the captain returns to the company, and his news is greeted with mixed feelings by his travel-weary men.
‘We ride into battle tonight,’ he says, his voice firm and unwavering. ‘We are to lead an attack across the Tekaro Bridge to break the city gate, which is greatly weakened at the moment. We must attack tonight if the enemy are to be prevented from making good their repairs.’
Many of his men, battle-hardened veterans of countless wars, cannot hide their fear that the attack is suicidal. The gate is heavily defended by archers and cannot be taken without a great loss of life.
‘Each man will be paid a thousand crowns,’ says the captain, hoping to change their minds with the promise of gold, but few are impressed; what use is gold to them if they are killed in the assault? ‘Those who wish to fight can stay by my side,’ he bellows, his steel-blue eyes blazing with anger. ‘Those who will not fight can go.’
If you wish to stay with the captain and assault the city gate, turn to 126 .
If you decide to leave, turn to 280 .
205
Your Huntmastery enables you to identify hidden weaknesses in both the Jakan and the Kalte bone bow. If you were to choose either of these weapons, your chances of success would be greatly reduced. Forewarned by your Magnakai skill, you make the best choice: the Durenese hunting bow.
Turn to 60
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