Icon of Death 2021-11-08
Icon of Death 2021-11-08
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Welcome to Icon of Death, a solo adventure for the Dragon Warriors system.
To play this adventure, first create your own character of Rank 3 or 4, perhaps
one you used in a previous Red Ruin adventure. You may play any Profession.
You’ll need dice and a character sheet. You could photocopy the sheet in the
Dragon Warriors Rulebook. Alternatively, follow the link below to download. Stop
awhile whilst you’re there.
Downloads for the Dragon Warriors RPG (cobwebbedforest.co.uk)
In the adventure, text in bold indicates an item that you can take and add to
your inventory. Text in italics indicates a code word that you should note down.
If a fight is presented you will see options for win , lose , and flee — choose
the one most relevant for the result of your fight.
Where it is possible to use a skill or spell to affect the outcome of a section, the
text will give you an option to use it. Combat spells should just be used in
combat as normal.
Icon of Death is set in the burning hot deserts of Legend; food, water, and heat
are all of deadly importance.
Rations: You may be instructed to eat a ration , which means to take a meal.
When creating your character, each ration costs 1 florin and takes up one
inventory slot.
Water: You may be instructed to drink water , which requires you to have a
filled waterskin in your inventory. When you drink water, you empty the
waterskin. When creating your character, each water skin costs 1 florin and
takes up one inventory slot.
Heat: The heat of the desert day is overwhelming, and can be especially
exhausting for anyone not properly dressed. Armour, in particular, can be a
problem. All armour worn in the desert is treated as having -1 AF, to represent
how it must be stripped down against the heat. This has already been taken into
account in the stats of monsters you may face in combat.
Now, turn to 1 to begin.
1.
The year is 993AS. Prince Adymas of Lavasse's "Poor Crusade" has broken down into a
series of desperate rearguard battles across the lands of Outremer — the Principalities
of the Crusade — without ever reaching Ibrahim, the holy city. All across the land,
people fear that Adymas will soon be forced all the way back to the sea at Crescentium.
If he cannot seize some advantage, the Principalities could be lost. Brave knights and
soldiers have flocked to the Principalities to lend the Prince their aid, but you have your
own reasons for counting yourself as an ally of Adymas, which bring you too to
Crescentium ...
A bright and relentless sun beats down on the streets of Crescentium — the Crusader
city that lies at the very west of Outremer — but Coros Vallin has pulled closed the
fretwork shutters that cover the windows of his private sanctum so that you meet him in
the shadows.
Marshal Vallin does not rise from his chair as you enter, he is old now, no longer the
mighty knight who once fought at the forefront of the Crusader armies, and led the
assault against the walls of Ibrahim; but you know that he is still the Prince's most
trusted advisor. The fact that he has called you here, shows that he trusts you in turn.
3
"You must know that Prince Adymas is in dire straits, but perhaps not how dire. If aid is
not brought to him soon, he will certainly lose the Principality of Sadar, and possibly
everything east of Cabbron."
Vallin reaches below his desk and produces a small package, wrapped tightly in layers of
linen, and fastened with twine.
"But I have here something that could turn that tide." He taps the package with a finger.
"It may not look like much, but believe me when I tell you that it must reach him."
That, it seems, is where you come in.
Vallin explains that they cannot risk sending this package openly. Unknown hostile
forces will do anything to get their hands on it. Instead, you must find a way to cross the
blistering and hostile desert between Crescentium and Sadar, and place the package
into Prince Adymas's hands.
"There is a caravan leaving soon, you might travel with that," Vallin says. "Alternatively,
a Capellar knight named Balthazar has been staying here and is leaving for the front,
you could ride with him. Or maybe you would prefer to travel alone. I will not tell you the
best path, in fact, I think it would be best if I did not know how you travelled, our
enemies have ... ways, to learn what we know."
Vallin slides a pack across the table. It contains 150 florins, a filled waterskin, five
rations, a healing salve (restores 3HP), and a letter of identity. He also hands you
the mysterious package (note this as mysterious package (50) on your inventory).
You may choose to examine the package at any time when you are alone. To do so
turn to 50, first making a note of your current passage, so that you can return to it.
"I would wish you good luck, but I think you will need more than luck," Vallin says. "At all
costs, you must be on the road by tomorrow. The Prince is waiting. Be safe."
Your interview is over, it is time to prepare.
You leave Coros Vallin's sanctum and head out into the official compound that surrounds
it, a bastille adjacent to the Capellar Temple of the Roc. You are Coros' guest here. You
have a chamber, where you can rest, a place at the refectory table, and a stall in the
stables where your palfrey Bayard awaits you.
You do not need to record Bayard as an item, and he has his own inventory of 10
items. When you take an item, make a note of whether it is in your inventory or
Bayard's. You can swap items any time you are in the same location as Bayard unless
told otherwise.
As you cross the courtyard you overhear two soldiers talking to each other in hushed
terms. One says, "They say the Caliph has sent demons against the Prince! Someone
told me that there were devils raining lightning from the sky on the troops at Sadar."
The other replies, "I don't know if I believe that, but there is sorcery at work, that's for
sure. If some help cannot be had for him soon, I fear the Prince will be forced to retreat!"
Time is of the essence, and you must arrange for your journey, so you head into the city
(turn to 45)
2.
You draw your weapons and wade into the fight, coming to the aid of the caravan
soldiers and your travelling companions. There are raiders everywhere, but you don't
think that they know which member of the caravan is their target, and you make sure to
keep it that way.
Soon, you are in the thick of the battle. Martense is to the left of you laying about with
abandon, while Mehmet is doing his best to hold the raiders at bay with a bow. You don't
see Sir Boise, but assume he must be fighting somewhere.
5
You must fight three combats against three of the raiders, but these combats are
sequential, and you may use items in between each one if you wish.
If you have the keyword Limestone, then your advance warning allows the defenders
to be better organised, and to lend you aid. Each time you are hit, roll a d6; on a 6,
another fighter intercepts the blow and you take no damage. If you also carry a shield
then you escape damage on a 1 or a 6.
If you try to flee turn to 306. If you win all three fights turn to 187. If you lose turn to
156.
3.
You quickly invoke your oracular magic and call on the spirits to interrogate them about
what happened to Usquail. There is a gust of hot baking wind, and the sandy ground
spins up into a sufiriad of dust.
"Spare me, oh master!" the spirit wails. "I cannot answer your questions for fear of the
Winged King of the Desert, or I too shall vanish as this one did."
"Who is this Winged King?" you demand, but the spirit will not, or cannot, answer.
With a final wail, the spirit is gone (turn to 228).
4.
You ride deep into the shadows of the canyons, one eye constantly on the sky, but it
appears that the winged figures are unwilling to follow you into the labyrinth. What were
they? You can't say for sure — you were too busy fleeing to get a good look at them.
They might have been a random danger of the desert, but you find that hard to believe.
The canyons are as baking hot as an oven, the rocks reflecting back the sun's heat
tenfold. If you don't have a filled waterskin (or magical means of creating water), lose
one HP (this doesn't empty the waterskin).
Bayard is exhausted after his gallop, hanging his head and panting for air. You dismount
and lead him by the reins until his breathing has eased, and you have travelled some
miles east. The shadows have grown long; the day is winding on.
Eventually, you see a ruined tower silhouetted against the deep blue sky above. This
must be the same one you saw before you fled from the flying creatures. There seems to
be no route to pass it by, so you cautiously lead Bayard up a winding slope until you
arrive at the ruin (turn to 102).
6
5.
You decide to stand aside as the argument quickly breaks down into a bloody fight. Both
men are wounded before they are dragged apart, still hurling obscenities at one
another. A huge Badawin, Mehedi Jabir, drags one of the men — Anwar — away, kicking
and screaming.
The other man, Faraj, yells, "Why will no one listen! I know he is the one responsible for
all these crimes."
Mistress Farah comes up beside you and shakes her head. "Sun-madness, I've seen it
before."
"What will happen to them?"
She shrugs. "They swore the same oath as you. This fight went too far, blood was drawn,
there is nothing for it, they must both be expelled from the caravan. This is the law."
You watch as the two men are each given their daggers, a waterskin, and a piece of
bread, and sent away into the desert night to find their own way to Sadar if they can.
Turn to 169 (without marking a box).
6.
7.
You wait with the main body of the caravan for perhaps half an hour, as it would be
measured in your homeland, before Iskander returns. After that, though you watch him
carefully, the cleric does nothing more of interest, and soon you find that the day has
passed.
Turn to 169 (marking a box).
7
8.
There are many ways to try and cheat your way into the city. If you can cast Fly,
Levitate, or a similar spell (or have an item that produces a similar effect) then you can
soar up to the city. Alternatively, you can shoot an arrow at it, or use some other means
to get the attention of whoever might be inside.
If you try any of these methods turn to 245, or you may prefer to wisely ride away (turn
to 108).
9.
You track Balthazar across the coastal plain for hours, days. The sun rises and sets, but
you do not give up, pushing forward where you ought to rest.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing).
If these losses reduce you to zero HP turn to 277.
Eventually, you catch up to Balthazar. The rogue knight looks as weary and desperate as
you. His eyes are wide, his hair dishevelled, his manner wild. You strike at him, and he
calls out, "My King! Aid me!"
At once an amber glow gathers around him. He seems to grow larger. His shoulders
hunch forward, and the glow forms a mane around his head. You must fight him,
without the benefit of armour, though if you carry a shield you have that with you.
8
10.
You ride east into the dusk, leaving the cursed rocks behind.
Make a tracking check. If you have the tracking skill, roll your PERCEPTION or less on
1d20. Otherwise, make the same check using half your PERCEPTION, rounding down.
If you have a map of the principalities, subtract 5 from your roll. If you make the
check turn to 23.
Otherwise, night falls. You must stop to make camp in the empty wastes.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing). If you eat and drink, regain one HP.
If these losses reduce you to zero HP turn to 277.
11.
You surprise the man, knocking him from his horse and kicking his blade away before he
can rise.
You haul off the hood with which the straggler has hidden his face, revealing the
countenance of a wild-eyed Badawin tribesman. He has marked his cheeks with crude
tattoos in the form of a lion's whiskers. He struggles like a wildcat, even though you
have defeated him.
"Who are you? What do you want with me?" Your questions are forceful.
"I'll tell you nothing!"
If you can cast Command, Enslave, Enthrall, Turncoat, or a similar spell, you may use it
to enhance your questioning. Otherwise, roll 1d10 and add your Rank. If you use a spell
or roll 6+, the man talks (turn to 40), otherwise you have no choice but to make your
escape (turn to 52).
9
12.
You duck through the doorway of the booth and see the fortune teller seated at a small
table. Her face is hidden behind a veil of brightly coloured beads, hiding her features
entirely.
"Cross my palm with ten silver, and I will foretell your future," the fortune-teller says.
You can demure, and leave the booth (turn to 242), or make the payment and take a
seat, in which case, gain the keyword Diorite and read on.
"I see that you will soon leave the city." The fortune-teller seeks your future in the
depths of a murky crystal that she keeps covered in a square of silk.
She continues: "Your road will be littered with death, no matter if you take the low road,
or the high, with others or alone, but some routes are more dangerous than others.
Choose your companions carefully. You will be hunted, for that which you carry will draw
enemies as flies to honey."
You lean forward with increased interest, for this sounds to be more than the simple
tricks of most would-be seers. In the dim light of the booth, you think you can see a hint
of her face behind the veil, with wide dark eyes — hardly human at all. When she speaks
again her tone is so different that it makes you start in surprise.
"Beware the giant who walks in human skin, for they are the lion of the desert. You will
know them by their hatred of holy things. Be vigilant, for if you choose wrongly, the
desert will claim your soul."
You fall back in shock, but the moment has passed. The seer hastily covers her crystal
and tells you, in normal tones, that your interview is done. There is nothing for it but to
return to the bazaar (turn to 242).
13.
Roll 1d10 and add your Rank. Add an additional +2 for each of the following keywords
that you possess: Hornfels, or Marble. If you have the keyword Ultramarine, subtract 2
instead. If you score 14 or more (turn to 249), otherwise (turn to 171),
10
14.
The interior of the Sacra Familia is dominated by its soaring dome, a magnificent
spectacle of gold and lapis inlaid with sacred figures. You recognise the beatific
countenance of Gatanades, the Saviour, and also of Akaabah the Illuminate of Ta'ashim,
bearing his pen and tablet. The two prophets face each other across the summit of the
dome.
A throng of the faithful circle the temple sunwise, passing from station to station,
making offerings, receiving anointments of oil, and raising their voices in prayer, so that
the whole space reverberates with a susurrus of noise. Overhead, pigeons soar.
Pushing your way through the crowds, you spy the High Priest Barbatos at the head of a
group of lesser clerics, making offerings at an altar. He looks the same as when last you
met him, on the sea crossing from Ferromaine — tall, old, and spry, like a spriggan in a
man's form. You can attempt to speak to him (turn to 255), or think better of your
temerity and return to the heart of the city (marking a box) (turn to 45).
11
15.
You ride Balthazar down, pursuing him through the grey dawn and the gathering mists.
He is armed and armoured; you left your armour in the camp. As you close, he flings a
javelin at you, causing you 2HP damage, then you are on him.
"Fool!" Balthazar shouts, "Don't you understand what you had? The Winged King has
sent all his servants to find it, but I'm the one, and now I can force the King to my will! I
won't let you stop me!"
You exchange a few blows from horseback. His eyes are desperate, his hair dishevelled,
his manner wild. After your blades clash, he calls out, "My King! Aid me!"
At once an amber glow gathers around him. He seems to grow larger. His shoulders
hunch forward, and the glow forms a mane around his head. You must fight him,
without the benefit of armour, though if you carry a shield you have that with you.
16.
You are shown into the tower-top chamber where Prince Adymas has set up his base of
operations. Mounds of maps and charts, books and astrolabes, litter every available
surface. On a heavy desk, a plan of the Sadar crossing has been set up in miniature,
complete with wooden tokens for military units. A rumpled camp bed in the corner
makes it clear that the Prince spends most of his time in this high place, where broad
windows look down over the bridge, river, and city.
The Prince himself looks harried but glad to see you. He rises from his seat as you enter,
still favouring the leg he injured at the battle of Dracon six months ago.
"If you are the messengers Marshall Vallin has promised me, then you are well met."
You bow deeply to the Prince. "I am, my Lord."
You produce the mysterious package and offer it to the Prince, expecting Sir Boise to
do the same, but at that moment a terrible transformation overtakes the knight. His skin
withers to a burnt brown, his hands and features are transformed into those of a
powerful but cadaverous lion, and tattered eagle's wings burst from his shoulders. This
is the Winged King of the Desert, a Pazuzu of terrible power. (See illustration on page
17.)
The beast leaps forward and slashes out with its claws, inflicting a terrible ragged wound
12
on the Prince's side.
"Give me the icon!" the Pazuzu roars. "I will not be enslaved again!"
Adymas tumbles to the ground on the far side of the desk, and you realise that he
managed to snatch the package from your hands as he fell, and is even now struggling
to extract the golden icon from within.
"Keep ... him busy!" Adymas gasps, "I will ... the ritual ..."
The King roars and flings the heavy desk aside, but you move to block him, grimly
drawing your weapons. You must fight him.
The Winged King (6th) — Att 18 Def 11 MD 12 Eva 5 Ref 14 Ste 16 Per 11 AF 3
(Boise's armour) HP 21 Claws (d8+1,5) twice
The Winged King attacks twice a round. On the first round of combat, the King
breathes fire on you. Match the fire's SPEED of 12 against your EVASION. If the flame
hits, it inflicts 1d6+3 points of damage (reduced by your Armour Factor). It also sets
the room alight. On each subsequent round, you take 1HP damage from the flames
automatically.
You must survive five rounds of combat against the King, to give the Prince time to use
the icon against him. If you defeat the King in that time, or simply manage to hold him
at bay, turn to 78. If you lose (turn to 319).
17.
Against all odds, you have overcome your ambushers, but it is clear that the open road
is far too dangerous for you. As Coros Vallin told you, you are a hunted man and must
act like it. There is no time even to lick your wounds, you must take to the hills (turn to
262).
18.
You turn Bayard around and ride back the way you came, towards the ruined tower.
Soon the caravan comes into view. You are just in time, as they are already on the
move. As you draw up to the rear of the caravan, Iskander gestures you over (turn to
232).
13
19.
As you ride into the oasis, you are amazed to see Mistress Farah's caravan encamped on
the west shore of the lake, with a smaller Badawin camp to the north and the old houses
in between.
Seeing you arrive, Mistress Farah steps down from the back of her wagon and raises a
hand in greeting.
"So, the wanderer returns. It is as it is written, what the Creator joins together, man shall
not split apart. It is fate that you join us, I think. We are resting on day before we make
the final leg to Sadar, you will join us?"
You bow your head. "Who am I to deny the hand of fate?"
turn to 313.
20.
Roll 1d10 and add your Rank. Add an additional +2 for each of the following keywords
that you possess: Natron, Marble, and Vulcanite. If you have the keyword Iron,
subtract 2 instead. If you score 14 or more (turn to 176), otherwise (turn to 171),
21.
You go to strike the fatal blow, but the King folds his tattered wings around himself and
a scorching desert wind howls into existence, pushing you back and nearly tearing you
from your feet. Within the vortex, the King's body dissolves into whirling sand, but his
voice still echoes out.
"Fool! You think you can best the Winged King of the Desert? It is not so! Your foolish
Prince cannot use the icon to control me if he is dead!"
The vortex howls its way into the sky and then speeds east towards Sadar.
Prince Adymar has but one chance, you must reach Sadar in time to stop the King from
killing him. You recover the golden icon, leap into Bayard's saddle, and gallop east
(turn to 237).
14
22.
You hurriedly scan the wasteland for any sign of cover. There are scrubby trees here and
there in the thinning fog, and to the south the vaguest hint of the shoreline of the Sea of
Lament, but neither of these could possibly hide you from creatures of the air.
There! To the left, you spy an outcropping of rocks, the only elevated ground for a
league in any direction, you shouldn't wonder. When you draw close you see the dark
mouth of a cave opening beneath the sepia stones. It's barely big enough for you and
Bayard to take shelter, but it is enough.
From inside, you watch the black specks circle for the rest of the day, but as night falls
they abandon their search, and you can finally relax.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing). If you eat and drink, regain one HP.
If these losses reduce you to zero HP turn to 277.
Do you want to light a fire (turn to 287), explore the rocks in the dark (turn to 25), or
leave now (turn to 291).
23.
You spend another day in the vast waste of the Alqafr, moving always east, so that your
shadow first follows you, and then stretches ahead. Your supplies are growing short, and
Bayard needs food and water, but nothing grows in this place but little clumps of thorny
weeds.
A little after noon you reach a place where the trunks of dead trees poke up from the
drifting sand like the bleached ribs of giants. Their wood is ash grey and riddled with tiny
holes bored by beetles so that they are as fragile as the sand that surrounds them.
You might be able to find some food amongst the dead trees (turn to 305), but it might
be better just to ride on (turn to 269).
15
24.
The Winged King (6th) — Att 18 Def 11 MD 12 Eva 5 Ref 14 Ste 16 Per 11 AF 3
(Boise's armour) HP 21 Claws (d8+1,5) twice
The Winged King attacks twice each round. On the first round of combat, the King
breathes fire on you. Match the fire's SPEED of 12 against your EVASION. If the flame
hits, it inflicts 1d6+3 points of damage (reduced by your Armour Factor).
If you are still alive by the third round, and have the mysterious package turn to 212,
otherwise if you defeat the King (turn to 42). If you lose (turn to 105).
16
17
25.
You venture out into the gloom of late evening, guided only by the light of the moon
which has risen over the Sea of Lament. Amongst the rocks, you find strange marks,
daubed on the rocks by ancient and unknown people. They show winged inhuman
figures — part human, part lion — gathering around an icon or talisman in a similar
shape, from which rays of light or energy emerge to form a halo.
You are distracted from your investigations by the sound of something moving through
the rocks. Peering over the top of a boulder you are horrified to see a gigantic scorpion,
picking its way closer. The beast is shiny and red and bears the grisly remains of dead
prey affixed to its carapace like a necklace of death.
Make a STEALTH check against a PERCEPTION of 7 (roll 2d10 equal to or under your
STEALTH minus the scorpion's perception). Because you are keeping still, you may add 3
to your STEALTH.
If you pass you can hide from the scorpion (turn to 209), if you fail — or if you prefer a
fight — then you must face it (turn to 158).
26.
You put your heels desperately to Bayard's flanks, spurring him across the rock-strewn
ground. You jink and weave, always aware of the converging shapes in the air behind
you, but your headlong escape is foolish and doomed. The winged figures gather above
you and bombard you with lightning until you and your horse are dead, before
descending to help themselves to your precious cargo.
18
27.
As you are fighting, a golden fire begins to blaze around you, issuing from the
mysterious package. You rip it from your clothing, and the package falls open to
reveal a shining golden icon. At the sight of it, the King recoils.
Gain the keyword Alabaster, and remove the mysterious package from your
equipment list, replacing it with the golden icon
You must continue the fight, but the King's blows do 2 less damage, and your attacks
have a +2 bonus.
If you defeat the King (turn to 134). If you lose (turn to 218).
28.
The caravan sets camp close to the lone cairn, and settles down to a disturbed and
uneasy sleep, wracked by dreams beneath the cold and uncaring stars. Your night is no
different.
In your dream you are standing on a high rock, a barren desert mount crowned with a
single massive olive tree. The sun hammers relentlessly at you, filling your eyes with
tears. You become aware that there is a figure standing before you. You can only make
out a silhouette, but with the logic of dreams, you know that it is a monster, winged,
fanged, clawed.
"You will relinquish the icon, or find death in this wasteland," the figure says.
You know that voice. It is someone you have heard recently but is it a man, a woman ...
You find that the icon is in your hands, a lead-heavy figure of gold, which is also the
package that Coros Vallin gave you in Crescentium. You want to hand it over, you want
19
to turn and flee, but you are frozen to the spot, unable to act as the creature
approaches, revealing itself to be ...
You wake before you can see its face, convinced that one of your fellow travellers is a
monster. Turn to 169.
29.
20
30.
You decide that caution is the best part of valour. If the creatures have no desire to
come in, you have none to go out. You remain where you are, cowering beneath your
makeshift stone shelter until night falls (turn to 83).
31.
You make your way up the steep hill towards the blue dome of the Sacra Familia,
otherwise known as the Temple on the Rock.
If it is currently evening, and you do not have the keyword Chalk, turn to 128 now,
otherwise read on.
The Sacra Familia dominates the highest point of the city, standing at the centre of a
wide plaza filled with pilgrims, who have been persuaded that the temple on the rock is
the next best thing to the holy city of Ibrahim. Roving priests and priestesses of the True
Faith, sweltering in their black cassocks, and Ta'ashim preachers under striped shawls,
offer blessings, charms, trinkets, and fiery sermons, to the passersby.
You consider seeking a charm or blessing from them (turn to 308), or entering the
temple (turn to 14) to speak with Barbatos the High Priest, who you have met before.
When you are done, you return to the city (marking a box) (turn to 45).
32.
You fear that the raiders might infiltrate the camp under the cover of their frontal attack,
and your intuition proves to be correct. As you move away from the noise and clash of
the battle towards the south of the camp you spy a pair of raiders going through the
contents of one of the unattended caravans.
Make a STEALTH check against a PERCEPTION of 8 . If you succeed, you have managed
to catch one of the raiders alone. If not, you must fight both (remembering to split your
DEFENCE between them).
If you try to flee turn to 306. If you win turn to 197. If you lose turn to 156.
21
33.
You dismount Bayard and make a circuit of the ruin on foot, exploring the space
between the tower and the surrounding walls. There is little to see until you come to the
back of the tower, furthest from the entrance, where you are greeted with an
unwelcome surprise. A body lies face down in the sand against the ruined wall at the
back of the tower. The burnt and desiccated skin makes it clear that it has lain in the sun
for at least a week.
You cautiously turn the body over — and jerk back in horror as you realise that the
man's heart has been torn from his chest. When you recover your choler you take a
second look at the body. It is a young northern man, but you do not recognise his face.
He has been stripped of most of his possessions but is dressed in the sort of padded jack
worn by knights and soldiers, though given his apparent youth, he must have been a
squire or a new recruit.
You puzzle over how this body came to be hidden here, but the dead man has no
answers, save one — embroidered on the right shoulder of his jack is a symbol like three
fish surrounded by a circle. You don't recognise it, but assume it is the coat of arms of
the knight he served or the unit he was a member of.
When you are done, you can glance inside (turn to 73) or head back to the caravan now
(turn to 155). Alternatively, if you prefer, you could abandon the caravan and its promise
of safety and strike out alone across the hills (turn to 58).
34.
You must time this perfectly, too soon and the whole gang will turn on you, too late and
the straggler will get away.
Make a STEALTH check against a PERCEPTION of 5 (roll 2d10 equal to or under your
STEALTH minus the straggler's perception). If you succeed (turn to 11), if you fail (turn
to 246).
22
35.
You realise that the design graven on the worn sandstone is exactly the same as that on
the figured bronze shield you bought in Crescentium. When you place the shield
against the inscribed circle, it slots into place like a key into a lock.
There is a rumble from the stone beneath your feet, and a set of flight of steps rises
from the platform, corkscrewing into the air amidst a waterfall of falling sand, giving you
access to the city. You can enter (turn to 76), or decide to flee now (turn to 108).
36.
You strike the final blow, cutting Balthazar down. He collapses into the sand like a
broken doll. One hand reaches out, groping blindly for the package, but you scoop it up.
"Why, Balthazar?"
The fallen knight's words emerge as a croak. "I had no choice. The King, the Winged King
of the Desert. Once he has his claws in you ... beware ... he will ... not give up, till he has
the icon ..."
You close the dead man's eyes and gather your belongings. You will have to continue
alone (turn to 148).
23
37.
Viltry Farah
You decide to join Donna Viltry, the merchant from Ferromaine, and Farah, who are
seated together in the back of one of the heavily laden cargo wagons. Farah has
arranged a pair of beaded hassocks as chairs, on which they perch, sharing cold hibiscus
tea.
You settle Bayard in behind the cart and make a salute to the ladies. "Clearly,
mistresses, this is by far the most civilised part of this caravan."
Viltry indicates the heap of scrolls that sits behind them inside the caravan. "Civilised
perhaps, but this is a place of business. There are still many details to be arranged, and
just because we are on the road does not mean that the work should be put aside."
"You mean to sell this cargo in Sadar? Are you not worried that Prince Adymas will be in
no position to take your supplies? Rumours say that he may be forced to retreat, and an
army on the move won't be buying your goods."
Viltry favours you with a rather frosty stare. "On the contrary, I have laden these camels
with food and forage. Advancing or retreating, the Prince is sure to want what I am
selling."
You hold your own council (turn to 84).
24
38.
If you have the keyword Kaolite, turn to 286, otherwise gain it now.
You slip away from Abu Wasr as the djinn is busily describing yet another species of
orchid in florid terms. Many narrow paths wind through the interior of the aviary,
hemmed in by thick plants, and strung with rails and perches for the birds.
One of the brilliant creatures hops down to take a closer look at you, apparently totally
unafraid. You hold out your hand and it jumps to your wrist, preening its feathers.
Looking at it closely you are amazed to realise that it is not a real bird at all, but a
contrivance of gemstone slivers and intricate gears, from which an invigorating heat
seems to pulse in waves.
The next time you are reduced to 0HP, the avian automaton will ignite, consuming
itself in a flash of flame (remove it from your inventory), and returning you to life with
one half of your maximum HP restored.
"Ahh there you are!" Abu Wasr squeezes into the little path, apparently unaware of your
crime. "Let us continue!"
Choose where you would have the djinn lead you next: the entrance (turn to 285),
observatory (turn to 119), or throne room (turn to 71).
25
39.
You put your heels to Bayard's flank and gallop for the distant ruin, hoping that you can
outpace the flying creatures. Your headlong charge seems to catch them by surprise,
and they are slow to catch up with you. By the time they do, the ruin is just ahead, you
only need a few more moments — and divine luck — to reach it before they can
overwhelm you.
Make three EVASION checks against attacks with a SPEED of 16. For each failed check,
you suffer 2d6+10 damage.
If you survive all three attacks, you escape into the ruin (turn to 278), otherwise turn to
258.
40.
"I'll tell you everything!" the straggler says, but what he tells you seems like madness.
"The King of the Desert commanded that we hunt you down. We heard you might be
travelling the road, and so we went to intercept you. Many others have the same task,
each hoping to be rewarded by the King, but that reward was to be ours."
"What King?" you ask, then name the rulers of the Ta'ashim lands. "Do you mean the
Caliph? The Emir? The Sultan?"
"None of them! The Winged King! The Lion King! The one who sees all and knows all! We
serve him, and whoever serves him best will be elevated! And I, I shall be lauded in
paradise!"
The man jerks and foam appears at his lips. Too late you realise that he has consumed
poison. You search his body for further clues, but find nothing but a shortsword (1d8,
3), a full waterskin, and two rations. You take what you want of these, and head
quickly east (turn to 52).
41.
Before you can rise, claws sink into your shoulders, and you are carried aloft. The
creature that has grasped you appears to be Sir Boise, but monstrously transformed into
a fiend with the head and claws of a lion. Vast ragged pinions belabour the air as they
haul you into the sky. Sir Boise is a Pazuzu, the Winged King of the Desert, whose
minions have hounded you all the way from Crescentium.
You realise that the King means to carry you high into the air and simply drop you to
26
your death.
You have two rounds in which to act before he lets you go. If you can inflict 5 or more
HP of damage on the King in these rounds, he will let you go before the fall is high
enough to kill you. While being carried, you have -4 ATTACK, but the King's DEFENCE
is 0. If you manage to inflict the damage, turn to 110 now. Otherwise, read on.
You struggle against the King, aiming wild strikes at his body, but there is nothing you
can do. The ground dwindles below you, and he lets you fall, tumbling through the air
towards the uncaring earth.
If you can cast Levitation, Flight, or some similar spell, you can use it now, turn to
110, otherwise, read on.
The King lands almost delicately beside your broken corpse and extracts Coros Vallin's
package.
"You were fun to toy with," he tells your remains, "but no serious challenge to me."
42.
You go to strike the fatal blow, but the King folds his tattered wings around himself and
a scorching desert wind howls into existence, pushing you and the caravaneers away.
Within the vortex, the King's body dissolves into whirling sand, but his voice still echoes
out.
"Fool! You think you can best the Winged King of the Desert? It is not so! Your foolish
Prince cannot use the icon you carry to control me, if he is dead!"
The vortex howls its way into the sky and then speeds east towards Sadar, leaving the
crowd relieved and dismayed in equal measure.
"God be praised!" Farah breathes, her face pale.
Martense staggers forward, wounded, and grabs you by the arm. "The Prince will die if
someone does not reach him in time. Mount your steed!"
Martense is right, you must reach Sadar in time to stop the King from killing the Prince.
You leap into Bayard's saddle and gallop east (turn to 237).
27
43.
You decide to eschew the company of your fellow travellers and ride with the teamsters
and guards, a motley collection of Badawin drovers, Molasarian servants, and
northerners recruited from the dregs of the crusade.
Although slightly wary of your company at first, the caravaneers soon relax into a
practised mixture of work and gossip. You keep your ears open, and quickly come to
realise that the caravaneers are on an edge that mistress Farah was at pains to conceal.
"I heard Usquail had a vision," one says, "of a burning lion. It can mean no good!"
Another says, "I have no fear of visions, may the Prophet bless us, but there were
strange men in the caravanserai, asking questions. They had on thobes, but I thought
they were Selentines in disguise."
"No no!" exclaims a third, "They were Zhenir spies, I am sure of it. This caravan must
carry something of great value to the Caliph, for him to send agents to find it."
You take note of these rumours — could it be you the strangers were searching for? You
can seek out Usquail (turn to 48), or ride on (turn to 84).
44.
If you have lost any Health, you may regain one HP now.
28
45.
Each time you are directed to this section, you may be told to check one of the boxes
above.
Once the third box is checked, your time is up. You can no longer pick any of the
options here and must move on (turn to 90)
You are in the bustling heart of Crescentium, the Crusader city on the western edge of
Outremer. Narrow warrens of hard clay streets wind between buildings of stone and
patterned brick, zig-zagging up and down the three hills that bracket the city. The
streets are crowded day and night with a throng of Ta'ashim beggars, Selentine knights
in high helms, Badawin traders, and pilgrims clamouring to reach Ibrahim, the Holy City.
To the west, the broad harbour is filled with ships. To the north, the bells ring out from
the Sacra Familia — a holy place of both True Faith and Ta'ashim. To the east, the
crowded Caravanserai abuts the fortified iron gates that open onto the coastal plains.
You have one day to prepare for your departure. You may:
46.
The giant scorpion makes a tasty meal out of you. Whatever Coros Vallin entrusted to
you ends up in the creature's stomach.
29
47.
You strike the final blow, cutting Balthazar down. He collapses into the sand like a
broken doll. One hand reaches out, groping blindly for the package, which has fallen
from his sleeve, but you scoop it up.
"Why, Balthazar?"
The fallen knight's words emerge as a croak. "I had no choice. The King, the Winged King
of the Desert. Once he has his claws in you ... beware ... he will ... not give up, till he has
the icon ..."
You close the dead man's eyes and return to your camp to gather your belongings (you
may recover your armour, and any items that were in Bayard's inventory). You will have
to continue alone (turn to 148).
48.
You seek out the caravaneer Usquail, a nervous-looking camel drover with a sallow,
unhealthy, complexion. He is hesitant to talk to a well-armed guest, but you put him at
ease with small talk, before raising the subject of his vision.
"It was most strange, efendim. My Grandmother, she had the sight, not I, but the very
night before we left, a vision did come to me. I saw the desert, as you see it now, but
upon the cliffs, there was a lion. It was a giant beast, and all outlined in flame as if it had
been set alight.
"Then, it set its paw on the caravan, and crushed it, as it might crush a fly. I awoke and
gave praise to Akaabah that it was just a dream, but I spoke of it to some others, and
now it seems everyone is frightened of what I saw."
"I would not fear," you tell him, "many things are seen in dreams that seem important
but mean nothing."
You ride on (turn to 84)
30
49.
You throw yourself aside as a winged shape swoops low over your head, then swings
about to land a yard away. It is a monster in the shape of a man, lean, dark, twisted,
with a lion's head and paws, and the tattered wings of an eagle — a Pazuzu. Despite its
unnatural appearance, you recognise it as Boise — the monster has something of the
knight's arrogance, and is still dressed in his armour. (See illustration on page 17.)
"Pathetic fool!" the creature snarls. "You could not even identify me when all the
evidence was before your face. That interfering priest was a wiser man than you! He
knew me for what I was, the Winged King of the Desert."
You scramble to your feet and draw your weapons; turn to 199.
50.
You examine the package that Coros Vallin gave you. It is barely larger than a book. You
turn it over in your hands. How could this change the course of a war?
You cannot resist looking. Quickly, you open the linen wrapping. Inside is a small flat
sandalwood box with the image of a lion on its front. When you open the box, a golden
light spills out, like the sun, or fire.
Nestled inside the box is a golden icon, a hand-sized statue of a winged lion-man. You
are no expert, but surely this is the work of an ancient age. The sight of it fills you with a
nameless dread, and yet, you are sure that within this object lies immense power.
Gain the keyword Alabaster, and remove the mysterious package from your
equipment list, replacing it with the golden icon
Now, return to whichever paragraph you were on when you examined the package.
31
51.
"It would be foolish to form a rearguard with only two people," you tell Boise, "no matter
how doubty. If the raiders came upon us in strength we'd never prevail, and if one of us
needed to take a warning back to the caravan, the other would be left alone."
You call out to Martense to join you, and he brings one of the caravan guards as a final
scout. Sir Boise takes this development with ill grace. You have the impression that he'd
have rather taken you out alone, but the rearguard is now set.
Martense, no doubt, is an old hand at such business. He ensures your two pairs of riders
are split so that one can see the other, yet still be close enough to the caravan to carry a
warning. He arranges things so that he rides with you, and the caravaneer with Boise.
"I wanted to ask you. I was in the thick of the fighting, it was chaos, but I did not see
Boise, not until after, when the fighting was done."
You consider. "There was fighting all about, he might simply have been in a different
place."
Martense allows: "He might."
After that, he rides on in silence, and you see no sign of the bandits, returning to the
caravan as dusk begins to fall (turn to 273).
52.
You have reached the edge of the Alqafr, a wasteland without water, trees, or shelter,
which spreads north of Outremer all the way to the feet of the Emphidian mountains,
which form a blue-grey smudge on the left-hand horizon.
This is the domain of rattlesnakes and scorpions, buzzards and mirages. There is no
shelter and no cover. Looking at it now, you understand why it is said that many enter,
and few leave. To cross it alone is madness.
There is still time to turn back and join the caravan (turn to 85). Otherwise, if you are
sure you wish to continue, you can ride on (turn to 94).
32
53.
You have no way to stop Boise — or, should you say, the Winged King of the Desert.
Soon, the flying shape has vanished into the desert night, leaving you alone, your
mission in tatters.
You travel the rest of the way to Sadar, only to find it in chaos, with routing troops
streaming west towards Crescentium. You manage to stop a fleeing sergeant and
demand to know what happened.
"Haven't you heard? Prince Adymas is dead! A devil in the shape of a winged lion flew in
through the window of his tower and ripped out his heart. Sadar is lost, and if you know
what's good for you, you'll run with the rest of us before the Caliph's armies arrive."
With that, the man is gone.
Your quest has ended in failure. Gain 2 experience points, in addition to any gained
from defeating opponents in combat. You can keep any equipment you still have for a
future adventure if you wish.
THE END
54.
It is late afternoon when you see a pall of dust rising to the east of you. Wary, you guide
Bayard into the cover of a copse of desiccated trees, from where you can observe
unseen, or so you hope.
Soon you hear the drumming of hooves and the clink of harness. Then, a group of riders
come into sight, emerging from the mouth of a hidden valley and riding hard southwards
towards the trade road. There are at least twenty of them — it is hard to tell through the
dust and commotion. You are sure that they are bandits, or worse, soldiers of Zhenir.
Looking for you perhaps? Paranoia, but you cannot say it is untrue.
If you have the keyword Granite turn to 263 now, otherwise you can remain in hiding
until the riders have passed (turn to 93), or try to catch and question a straggler (turn to
34).
33
55.
The second day of travel is more subdued than the first — the pall of Usquail's
disappearance still hangs over the caravan. The sun is especially fierce, battering the
plain with waves of heat that set the air shimmering with phantom hills and illusionary
water. Once, you think you see a golden palace hovering in the air, but there is nothing
there.
The caravan pushes on till dusk, following the road into the inky shadows of the northern
cliffs. Camp is finally set at a place where a ruined tower rises from a jutting prominence
above, like the raised tail of a scorpion in the night. A guard is set, and the camels
penned close to the fires. After a simple meal, you spread your blankets beside the fire,
where each man sleeps in easy reach of the next.
If you have lost any Health, you may regain one HP now.
You wake early to the bustle of the rousing caravan. The shadows cast by the cliffs
beside the road mean that it is surprisingly cool, and you pull your clothing around you
with an unexpected shiver.
Looking up, you see the ruined tower clear against the sky. A narrow path winds up the
cliff towards it, though you can see that it would take some time to reach. You ask one
of the caravaneers what it is.
The woman shrugs. "An old ruin, has always been there. No one visits."
"But I could visit? If I wanted."
She considers the question. "Better be quick. Caravan will leave without you."
You can risk a visit to the ruin (turn to 65), or wait for the caravan to set off (turn to
232).
56.
You find Sir Balthazar awaiting your arrival near the Iron Gates, at the edge of a milling
crowd of caravaneers waiting for the gates to open. He has wrapped his head in a loose
caftan of cotton and is mounted on a black mare in the Ta'ashim fashion. For a moment,
34
before he spies you, you think he looks nervous, but his manner changes to relief when
you appear.
"Well met! I feared that I would be forced to set out alone into the dangers of the
desert."
A horn sounds from the gate, and the massive portals are hauled open. Balthazar spurs
his horse forward, leading the way out of the city before the caravan can block your
way. You follow him into the cool morning air.
A dusty road stretches out ahead of you to the east, with mountains to the north, and
the foggy coastline of the Sea of Lament to the south-east, beyond the wooded uplands
of the Peras peninsula. You expect to follow the road, but Balthazar immediately turns
right, heading onto the coastal plain.
"The road is infested with bandits," he explains, "or Zhenir infiltrators disguised as
bandits. A small group like us must travel off the road where we are unlikely to run into
them. Don't worry, I know the way."
You have no reason to doubt him, so you follow his lead (turn to 240).
57.
A little after dusk on the second day, you see the flicker of lights ahead of you in the
gloom. Soon, trees rear up out of the darkness. You smell water and hear the bleating of
tethered camels. This is the oasis of El Uraj, where the water bubbles clean and pure
from the ground. It marks the end of the Cabbron and the beginning of the Principality of
Sadar.
It appears that a Badawin tribe has arrived before you, setting up an encampment of
black tents from which the sound of reed pipes drifts. A few rough sandstone buildings,
permanent parts of the oasis, stand nearby.
The caravaneers are overjoyed to arrive at El Uraj. They lead the camels to water, and
then throw up their tents, breaking out the best of the stored food to eat in celebration.
For tonight, at least, the strange events of the journey are forgotten, but you cannot
forget.
If you have lost any Health, you may regain one HP now.
35
58.
You set out from the ruined tower, heading always east, across the northern hills.
Outremer narrows here, the Sea of Lament coming close to the mountains, but the hills
are wider, dotted with high upthrusts of pale limestone and deep wadi valleys choked
with dry thorn bushes. Further north still, you have heard that there are forests of cedars
at the feet of the mountains, but you can see no sign of them here.
You keep a cautious eye on the sky, and the plain behind you, nervous in case any
enemies should be following you, but nothing moves on the wide uplands save you and
the occasional lizard — just visible as brief flashes of blue and red vanishing amongst
the tumbled rocks.
All you need do is avoid trouble for another five days, and your mission will be done.
Turn to 54.
59.
You strike the final blow, cutting Balthazar down. He collapses into the sand like a
broken doll. One hand reaches out, groping blindly for the package, which has fallen
from his sleeve, but you scoop it up. (You recover the mysterious package (50)).
"Why, Balthazar?"
The fallen knight's words emerge as a croak. "I had no choice. The King, the Winged King
of the Desert. Once he has his claws in you ... beware ... he will ... not give up, till he has
the icon ..."
You close the dead man's eyes.
You have chased Balthazar so far that there is now no chance of finding your original
camp, any items you were forced to leave behind are now lost. However, if you feel it
does not stain your honour, you may help yourself to what you want from Balthazar's
belongings: a filled waterskin, two rations, a mail surcoat (AF3), a purse containing
100 florins, a map of the principalities, a sword (d8, 4), and a javelin (d8, 4).
You have no choice but to continue alone (turn to 148).
36
60.
If you are a Mystic, roll equal to or less than PSYCHIC TALENT on 1d20 . If you pass,
turn to 109 now.
You say, "I make you no assurances, everything may change, but look for me at sunrise
by the East Gate, and I may ride out with you."
Balthazar nods. "Well, I can't say fairer than that. But take my advice, make sure you are
well equipped for the desert. Fire by day, ice by night, that's how it is."
Return to the city (marking a box) (turn to 45)
37
61.
You emerge from the cover of the rocks, surprising Iskander, who you can now see was
bowing to a trio of graven images made from whales teeth.
"You are no priest!" you accuse.
Iskander is taken aback, but musters a reply. "That I am, but not a priest of your Gods. I
am from Mercania, and it is the gods of the old faith that I acknowledge, Twu, and Loge,
and Hella. There is no crime in that, but in this land it is easier simply to call myself a
priest and not say of who. My faith is no weaker for that!"
He rises, and the desert dust whips up around him as if stoked by his anger. "Do not
presume to judge me. Do we not all have our secrets?"
You cannot deny his words and are moved to offer him an apology, of sorts. "I am sorry,
but you asked me to watch my companions like a hawk, and you are not exempt from
that."
The wind subsides and Iskander laughs. "I did that, but you have wasted a day watching
me when your eyes might have been better on others."
You decide to keep your own counsel on that, and return to the caravan (turn to 169)
(marking a box).
62.
You go to strike the fatal blow, but the King folds his tattered wings around himself and
a scorching desert wind howls into existence, pushing you back. Within the vortex, the
King's body dissolves into whirling sand, but his voice still echoes out.
"Fool! You think you can best the Winged King of the Desert? It is not so! Your foolish
Prince cannot use the icon you carry to control me, if he is dead!"
The vortex howls its way into the sky and then speeds east towards Sadar.
Prince Adymar has but one chance, you must reach Sadar in time to stop the King from
killing him. You leap into Bayard's saddle and gallop east (turn to 237).
38
63.
You mount Bayard at the city gates and head through as soon as the weighty portals
open. One of the soldiers at the gates looks at you, passing by alone, as if he is about to
shout some sort of warning, but he thinks better of the idea and holds his tongue.
Beyond the gates, a dusty road leads east, flanked by a rough highland to the north, and
a desolate scrubby plain to the south, where the shore of the Sea of Lament curves
away into the mists beyond the uplands of Peras. At first, the morning is cool, and you
can give Bayard his head, but as soon as the mist burns off the rising sun blazes down
along the length of the road, transforming the air into a shimmer of fire.
You can continue along the open road (turn to 195), or head into the hills (turn to 231).
64.
You accept the invitation to join the rather incongruous grouping of Sir Boise, Donna
Viltry, and Mehmet, who have gathered under the awning of Viltry's billowing tent. A
caravaneer named Usquail hurries back and forth, serving choice morsels from Viltry's
cargo. When you take your seat, you are presented with spiced lamb, soft pitas, and
minted tea. If this is a sample of the food that Viltry is bringing to Prince Adymas, you
can see why his Highness might be tempted to buy!
Boise and Viltry seem engrossed in a conversation about the road ahead, and the
conditions they will find in Sadar. It is quickly clear to you that Mehmet and yourself
have been invited so that you can be pumped for information — Mehmet as an expert on
the road ahead, and you as a source of intelligence on the temperament of the Prince.
"I am no expert on the Prince," you protest, "I am merely a traveller."
"Don't take us for fools," Viltry replies. "I have contacts at the Temple of the Roc, and I
know you met with Marshall Coros Vallin. You are more than you seem! If you know the
Prince's plans you must tell me!"
Sir Boise reacts to this with a start, and you feel his eyes on you, though you cannot
interpret his expression.
Usquail, who had just returned to pour fresh tea, looks alarmed at the raised voices and
backs away. Seeing this, Viltry mollifies her tone. "Forgive my insistence. I have much
riding on this."
You can share some information on the Prince (turn to 189), change the subject (turn to
44), or make your excuses and leave (turn to 112).
39
65.
You quickly saddle Bayard and set off up the trail to the ruin at top of the cliffs. It's hard
going, and you have to keep a tight hold of the reins, but eventually, you reach the top,
where you are rewarded by a vertiginous view over the valley below. The caravan looks
like a colony of ants.
You turn your attention to the ruin. It appears to be some sort of ancient watchtower,
fashioned from huge blocks of sandstone. Square windows open onto an empty space
without floors. A low wall, half tumbled and buried in sand, surrounds the place. On the
other side, a steep rocky plain spreads out to the north and east.
You can glance inside (turn to 73), search around the outside (turn to 33), or head back
to the caravan now (turn to 155). Alternatively, if you prefer, you could abandon the
caravan and its promise of safety and strike out alone across the hills (turn to 58).
40
66.
"How can I thank you?" Donna Viltry asks you. "You have saved me from going mad!"
You consider and decide to cautiously enlist her help. "There is still a curse on this
journey, even if it is not the fault of your family sprite. Someone is responsible for
vanishing Usquail, Rida, and Kashif, and I mean to find out who. If you wish to thank me,
help me."
She seizes on this. "Then I must tell you, I am not easy with the pilgrim, Mehmet.
Ferromaine is a city of intrigue, and I know clandestine acts when I see them. I have
seen him speaking to some of the caravaneers in ways that cry out of subterfuge."
You thank her for her advice. Turn to 169 (marking a box).
67.
You recognise the tiny instrument as an Aeolian Harp, a tool used by the elementalist
magicians of the northern lands to cast their spells. No true cleric would carry such as
this! You can steal it, or pack it away again (turn to 193).
68.
You focus your mind on the image of Usquail and cast your senses out for his psychic
spoor. You detect a trail that leads north, towards the distant blue-grey mountains and
the closer uplands. Curiously, the trail leads straight as an arrow away from the camp,
without deviation, for two or three hundred yards. Then, it vanishes. You cast about,
expecting to find Usquail somewhere nearby, perhaps unconscious, or hidden behind a
bush, but there is nothing. You have never seen a trail vanish in this way.
Eventually, you have to admit defeat. By the time you return to the caravan, it has
reluctantly resumed its journey east (turn to 55).
69.
"I'll tell you everything!" the straggler says, but what he tells you seems like madness.
"The King of the Desert commanded that we hunt you down. We heard you might be
41
travelling the road, and so we went to intercept you. Many others have the same task,
each hoping to be rewarded by the King, but that reward was to be ours."
"What King?" you ask, then name the rulers of the Ta'ashim lands. "Do you mean the
Caliph? The Emir? The Sultan?"
"None of them! The Winged King! The Lion King! The one who sees all and knows all! We
serve him, and whoever serves him best will be elevated! And I, I shall be lauded in
paradise!"
The man jerks and foam appears at his lips. Too late you realise that he has consumed
poison. Who are these fanatics? What loyalty do they give to this Winged King, and who
is he?
None of these questions have answers, nor will they help the caravan in their fight, but
as you turn back, you realise that the battle is over; the raiders have fled.
You find Martense cleaning his mace.
"A good fight!" he cries out when he sees you. "I think I drove off their leader. Strange
bandits, though. They didn't seem interested in Donna Viltry's valuables, though they
were there for the taking."
You can only agree (turn to 187).
70.
You exhort the spirit to lift the curse that has claimed Donna Viltry's brother and ships,
and which still lies on her now, not to mention threatening him with imaginary curses. To
your surprise, the boy throws up his hands.
"No no! I have not done these things! Yes, I am angry at this woman, because she has
sold the gift I gave to her Great Grandmother as a token of our friendship, but all I do is
give her a fright and hide her small clothes. All these other things, I do not do!"
The boy turns to Donna Viltry and gives her a slightly insolent bow. "Signora, I am sorry.
These things, they are simply bad luck. But I warn you, there is an evil creature in this
caravan, but it is not me. I do not even like this horrible dusty place! I am going home
now, but as apology, I will give you my blessing."
Monaciello gives you a blessing of good luck (this does not use an inventory slot).
Once, you may use the blessing to re-roll any one dice; the blessing is then spent. After
that, he vanishes, as if he had never been there! Turn to 66.
42
71.
You are in a comfortably shaded chamber, filled with plants and flowers. At one end a
fountain trickles musically, filling a shallow pool with water. At the other, a raised
platform with a pair of golden thrones overlooks a long expanse of bright glossy tiles on
which prayers to the Creator have been impressed.
Abu Wasr drifts across the chamber like a billowing cloud of silk, brushing against the
nodding heads of poppies and roses as he points out the features of the throne room. He
gestures floridly at one of the thrones: "And this, of course, is the throne of our sublime
majesty, the Queen, may the Illuminate watch over her."
Lulled into a false sense of safety by the gracious welcome, you indicate the second
throne. "You have mentioned your queen a number of times, but whose throne is that?"
The djinn makes a face of exaggerated tragedy. "That is a woeful and terrible tale, which
I should not share with strangers."
You can see from his face that he dearly does want to share. Do you ask him to tell you
(turn to 138), or continue to the aviary (turn to 274), observatory (turn to 119), or return
to the entrance (turn to 285)?
72.
43
73.
The interior of the tower consists of a single chamber, which you suspect was once the
middle level of a larger structure. Massive slabs of stone, the remains of upper floors, lie
where they have fallen, half-buried in sand. There is little else to see.
You can search around the outside (turn to 33), or head back to the caravan now (turn to
155). Alternatively, if you prefer, you could abandon the caravan and its promise of
safety and strike out alone across the hills (turn to 58).
74.
You lead Bayard towards the caravan, arriving as it prepares to depart. Bleating trains of
camels laden with cargo flank a line of carts, while caravaneers from what seems like
every part of the world hurry back and forth, tightening ropes, stowing blankets, and
kicking sand over the remains of their fires.
You are shown to the Caravan Mistress, a short brusque Ta'ashim woman named Farah.
"It is not usual for one to join a caravan in the middle of the wasteland," she tells you,
"but it is not our way to refuse hospitality to any man, especially one who has clearly
suffered the dangers of the wilderness." She asks you for your name and marks it down
in a ledger that she carries at her waist.
"There is another thing. Before you can join us, you must swear the caravan oath — to
treat each other as family until our destination is reached. If the caravan is threatened,
you will take up arms to defend it. If a fellow caravaneer is attacked, you will come to
their aid. You will not commit a crime against a fellow, nor defame their honour without
proof."
She gives you a serious look. "If you violate this oath, you will be cast out of the caravan
into the desert."
You swear the oath, and Farah introduces you to the other travellers accompanying the
caravan. In addition to yourself, these are: a gruff Capellar knight named Boise;
Iskander, a blonde-haired priest from Mercania; Mehmet, a Ta'ashim pilgrim seeking the
road to Ibrahim; Donna Viltry, a Ferromaine merchant whose cargo makes up most of
the caravan; and finally Martense, a poorly-shaven man at arms, sweating in a suit of
mail. Turn to 157
44
75.
45
76.
You cautiously climb the stairs that rise from the platform and enter a wondrous palace,
with floors of marble and walls of burnished copper. Bright decorative tiles edge the
walls, alongside filigrees of brass, gently swinging lanterns, and bright sprays of feathers
and gold. Gracefully arched doorways lead from the entrance chamber into adjoining
rooms.
There is a burst of smokeless fire, and suddenly an enormous fat man floats beside you
in the chamber. He is dressed in bright purple silks, hareem trousers, and a white turban
crowned with a peacock feather. He is quite clearly a djinn.
"Visitor!" the djinn booms, "I am the magnificent Abu Wasr, and since it seems you are
in possession of a token of our queen's regard, I will be pleased to show you around our
sublime flying city."
You bow nervously, unsure how to reply.
"Now," he continues, "would you like to begin in the throne room (turn to 71), the
observatory (turn to 119), or perhaps the aviary (turn to 274)?"
46
77.
You turn and run, hoping to leap into Bayard's saddle and escape the djinn, but it easily
overtakes you.
"Base worm! Now you compound your trespass with defiance! So be it, let this be a
lesson to you!"
The djinn snatches you up in his whirling cloud and speeds you across the open desert,
flinging you this way and that. You suffer 1d4 HP of damage. If this reduces you to 0HP,
turn to 267 now.
Otherwise, you find yourself flung to the ground in some trackless spot, with poor
unfortunate Bayard and all your belongings scattered nearby. You slowly pick yourself
up and remount. It's unclear where you are, so without a better plan, you head south,
hoping to pick up the edge of the escarpment. Turn to 194.
78.
You are locked in deadly combat with the Winged King when a ruby light washes over
you both. The light does not affect you, but it wraps around the King like a coil of rope,
rendering him powerless. He roars in anguish and frustration but falls slowly to his knees
before the Prince, who advances unsteadily, holding the icon in one hand and pressing
the other to the bloody wound in his side.
"Pazuzu," the Prince gasps, "by the power of the Pantocrator, whose servants we all are,
and the spells upon this icon, you must do as I say."
The King howls. "Have I not suffered enough at the hands of the Caliph? Have I not
turned my soldiers into mercenaries? Must I be enslaved further, and swap one master
for another?"
Prince Adymar crosses himself fervently. "As the Lord God is my witness, you will not. I
have no desire to add demons to my army. This is my command, that you and all your
creatures depart this place and never again disturb the people of Outremer so long as I
live."
The Pazuzu struggles against the magical bonds that link him to the icon, but he cannot
resist. Finally, he lowers his head: "I hear, oh master, and obey."
The red light fades as the Prince slumps against an overturned table. The King breaks
free of the bonds, but instead of attacking, leaps to crouch in the window. He fixes his
burning eyes on you and growls, "You had better hope you don't outlive your master!"
Then he takes to the air once more and vanishes from the world of men.
You run to the Prince's side. Turn to 321.
47
79.
80.
"I'm innocent!" you shout, gripping the wooden bars set into the door of your makeshift
prison.
"Save it for Mistress Farah," Owais chuckles, "or for the noose!"
The interior of the hut is a single room with stone walls and a flat roof. The door is flimsy
enough, you could probably bash it open, but a quick peek through the bars shows you
that one of the caravan guards has been stationed outside. At least it's cool in here. You
slump down on the beaten earth of the floor to consider your fate. Someone killed
Iskander, who? He was at the back of Boise's tent. Was it Boise? or is that too obvious?
The day slides past. You watch the barred sunlight edge across the floor from right to
left. You begin to feel hungry, and thirsty, but no one comes to bring you food, and
eventually, you start to doze.
You are woken by the sound of the door being unbarred. The glare of the sun tells you
48
that it's late afternoon. You scramble to your feet and see Mistress Farah at the door,
and tell her the same thing you told the guards and Sir Boise: "I'm innocent!"
"I know," Farah says. "We examined the body and found that his heart had been torn
from his chest!" She shivers despite the heat of the oasis sun. "No one could claim you'd
comitted the crime after that, not even Owais, though he took some convincing that
he'd not caught a murderer red-handed."
She stands aside to let you out of the hut and hands over your belongings. You see that
all of the other travellers, and plenty of the caravaneers, have come to see you released.
"It's clear that there's a true monster amongst us," Farah says. She rounds on the
assembled travellers. "As the Illuminate is my witness, one of you is a killer. Will no one
expose this murderer in our midst so that we may have our vengeance?"
Turn to 268.
81.
49
82.
You pronounce your prayers, making the signs of your faith as you command the
creature to leave. Monaciello throws up his spectral hands and exclaims, "This is no fun!
Have mercy!"
"Fun? You call it fun to torment this woman so with your curses, you are a foul beast!"
"Mardre di Dio! All I do is a little trick. There is no curse. You are very rude to me, so I
leave."
Donna Viltry, surprised by these words, calls out for the spirit to explain itself, but the
power of your prayers has banished it, and it will trouble her no more. Turn to 66.
83.
You make your camp amongst the massive stones of the ruin, ears and eyes alert for
any further sign of your winged attackers — you do not light a fire, not tonight. You will
simply have to bear the cold. Soon you are tucked up close to Bayard, with your cloak
wrapped around you, watching the bright and uncaring stars wheel slowly overhead.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing). If you eat and drink, regain one HP.
If these losses reduce you to zero HP turn to 277.
When the sun rises, you are surprised to hear the sound of nearby voices, whinnying
horses, and bustle. Peering cautiously over the edge of the prominence the ruin stands
on, you see that a caravan has arrived and set camp at the foot of the cliffs — the very
same caravan that Coros Vallin suggested you might take from Crescentium. It's clear
that the ruin marks a waypoint for them.
You can think better of travelling alone, and descend to join them (turn to 74), or head
east now, before you are seen (turn to 58).
50
84.
The first day on the road winds to a close, and the caravan sets its camp in the midst of
a featureless and scrubby plain. As soon as the sun sets the temperature falls, and the
caravaneers waste no time setting up their striped tents and lighting fires.
Most of the caravaneers dine together, but your fellow travellers dine apart in two
groups, each of which invites you to join them.
If you would like to join Sir Boise, Donna Viltry, and Mehmet at dinner turn to 64. If you'd
prefer to dine with Martense and Iskander turn to 117. Alternatively, you can keep to
yourself (turn to 98).
85.
If you have the keyword Granite turn to 18, otherwise (turn to 74).
86.
You continue along the coastal plain all through the rest of the stifling day, and on into
the evening, when the mist clears, but the temperatures plunge. Your clothing is damp
from a day in the fog, so there's no choice but to light a fire and set out your blankets
close to it.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing). If you eat and drink, regain one HP.
If these losses reduce you to zero HP turn to 277.
You drift off slowly into a troubled sleep. You dream that you are walking alone across
the desert sands in the blazing sunlight, towards an impossible flying city that hovers
unsupported above the earth. When you reach the edge of the city's shadow you see
that an altar lies beneath it, inscribed with a curious circle of unreadable runes.
If you have a figured bronze shield, turn to 125 now, otherwise, turn to 181.
51
87.
You remember the words of the old fortune-teller "Beware the giant who walks in human
skin", and shiver despite the desert heat. What manner of beast or monster might be
amongst you in human guise? Or was the warning simply a reminder of the evil that may
lurk in the hearts of men? You also remember that she told you an enemy would "fear
the cross". Any one of the Ta'ashim here, like Mehmet, or Mistress Farah, might fit that
bill!
You ride on, uneasy (turn to 290).
88.
You make your protestations and hurry away. There is no chance of watching Mehmet
further today. Turn to 169 (marking a box).
89.
The baked earth pounds beneath Bayard's hooves. Foam flecks his lips. Your sudden
change of direction seems to surprise the flying shapes, but not for long. Soon a swarm
of them converge on you.
One passes overhead, and something lances down from the sky like a bolt of lightning,
sending a fountain of sand bursting into the air! You have just time to glimpse a winged
humanoid shape before it darts back into the sky again. You are under attack!
Make three EVASION checks against attacks with a SPEED of 16. For each failed check,
you suffer 2d6+10 damage.
If you survive all three attacks, you escape into the fog (turn to 298), otherwise turn to
258.
90.
Night falls across the city like a blanket of silk laid across the shoulders of a slumbering
lover. From the high vantage point of Coros Vallin's hall, you see the lights of the city
spread out like stars — the glowing lamps hung in the windows of the temples, the
flickering candle flames of the low warrens, and the bright steady beacon of the
lighthouse rising at the far end of the bay, which lays a path across the sea that is
echoed by the distant moon.
52
In the other direction, the direction you must travel tomorrow, there is nothing but the
darkness of the open desert. This has been a day of signs and portents, you cannot help
but fear what may come next, and it is with such uneasy thoughts in your mind that you
fall into a restless slumber.
If you have lost any Health, you may regain one HP now.
In the morning, you wake early, and share a quick pre-dawn meal of sesame bread and
mint tea with Coros' men, then fetch Bayard from the stable. As you pass through the
courtyard gates you glance back and see the shadow of the old man watching you from
behind the windows of his sanctum.
Outside, the city is waking up. The muezzins are calling the Ta'ashim to morning prayer,
and the beggars are taking up their stations. It is time to choose your course.
If you have the keyword Basalt, and wish to travel with Balthazar (turn to 56)
If you have the keyword Epidote, and wish to join the caravan (turn to 272)
If you have neither, or prefer to travel alone (turn to 63)
91.
92.
It is not easy to examine Viltry's belongings, as they constitute much of the caravan's
cargo, but you know she often delves into a small trunk kept in the back of Farah's
wagon. You make a show of climbing on the back with a bow, then risk a look inside. It
contains things suitable for a fine lady of Ferromaine, articles of clothing, perfume, and
jewellery, as well as tightly rolled bundles of parchments.
There is no time to learn more, fighting figures are spilling between the caravans. You
must either hide (turn to 101), or join the fight (turn to 2).
53
93.
You hold your place, remaining in the trees until the last of the riders have vanished into
the south, and a little longer, to be sure that none of them double back. You consider
that you have a choice, to investigate the valley they came from (turn to 166), or ride on
(turn to 52).
94.
Your first day in the Alqafr passes without incident or interest because there is nothing
to see but rocks and sand. The sun-baked expanse is without water or shade. Bayard
plods on faithfully, but the relentless heat drains both him and you. Finally, the sun slips
behind the horizon, and you make camp in the sudden cold of the desert night.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing).
If these losses reduce you to zero HP turn to 277.
Turn to 202.
95.
Using the cover of the battle, you slip away to root through the possessions of the other
travellers — any one of whom could have been responsible for Usquail's disappearance.
There's only time to examine the belongings of one person, will it be Sir Boise (turn to
162), Donna Viltry (turn to 92), Iskander (turn to 193), Mehmet (turn to 222), or
Martense (turn to 133)?
Alternatively, you could still join the fight (turn to 2), hide (turn to 101), or watch for
anyone trying to flank the caravan (turn to 32).
54
96.
You make your way out into the courtyard of the caravanserai and introduce yourself to
the other travellers. The Capellar knight scowls at you and takes his leave, leaving you
to wonder how you have offended him.
"Take no notice of Sir Boise!" The pale-haired cleric comes over to you with a ready grin.
"It's nothing personal, I believe. He seems similarly offended by everyone."
The cleric takes your hand and introduces himself as Iskander, a travelling priest from
distant Mercania.
Iskander says, "Likely he resents anyone else who might be going to offer service to
Prince Adymas, as I am."
The Ta'ashim, whose name is Mehmet, shakes his head and responds in thickly-
accented Coradian: "No. I do not seek your Prince, and I also am disliked." The two share
a hearty laugh, leaving you to conclude that they are already friends.
"Will you join me for some coffee?" Iskander asks.
Mehmet declines, but the offer remains open to you. If you join the cleric for a drink, turn
to 309. Otherwise, you exchange a few other pleasantries with the pair, and then return
to the centre of the city (marking a box) (turn to 45).
Iskander Mehmet
55
97.
"I'm innocent!" you shout, gripping the wooden bars set into the door of your makeshift
prison.
"Save it for Mistress Farah," Owais chuckles, "or for the noose!"
The interior of the hut is a single room with stone walls and a flat roof. The door is flimsy
enough, you could probably bash it open, but a quick peek through the bars shows you
that one of the caravan guards has been stationed outside. At least it's cool in here. You
slump down on the beaten earth of the floor to consider your fate. Someone killed
Iskander, who? He was at the back of Boise's tent. Was it Boise? or is that too obvious?
The day slides past. You watch the barred sunlight edge across the floor from right to
left. You begin to feel hungry, and thirsty, but no one comes to bring you food, and
eventually, you start to doze.
You are awoken by the sound of a stifled clatter from outside. The patch of sunlight has
been replaced by moonlight. You creep to the door and make out a figure going through
your belongings — it's Owais. Even as you look, he gasps in delight and lifts up Coros
Vallin's package.
"I have it!" he whispers to someone else you cannot make out.
"Hand it over." It is Boise's voice.
Owais again: "You promised me riches!"
"And you shall have them."
Owais steps out of view, so you only hear what happens next. A few muffled words; a
sudden gasp, like air released from a bladder; the steel hiss of a knife; the thump of a
body being lowered to the ground. Then, the jingle of steel and the sudden hoofbeats of
a horse!
Sir Boise has stolen the package! If you wish to pursue you must smash the door open —
make a 1d20 roll under your STRENGTH and lose 1 HP. If you fail the roll (or choose not
to make it, or cannot do so because you only have 1 HP), you will simply have to wait for
release (turn to 215), otherwise, turn to 179.
56
98.
You decide to take a bowl from the communal pot and dine alone. If you have no tent of
your own, you must find a spot by one of the bonfires and wrap up to keep warm.
If you have lost any Health, you may regain one HP now.
You are woken by the sound of a commotion. It is early morning, but the camp is in
disarray. One of the caravaneers, Usquail, is missing, and no sign can be found of him,
either in the camp or on the road.
Usquail's sleeping spot was close by. You can hurry over to examine it (turn to 175), or
wait to see what happens (turn to 228).
99.
You hold the scarab in your palm. It is crafted from weighty gold inlaid with lapis, jade,
and faience. There can be no doubt that this is an ancient talisman, dating from before
the True Faith. The sideburned merchant tells you that it was found clutched in the hand
of a knight washed up in the bay, though you have no way of telling if this is true.
Return to the booth (turn to 159).
57
100.
Roll equal to or under your LOOKS on 1d20, adding your Rank if you are a Knave. If
you are unsuccessful, turn to 72 now, otherwise, read on.
You bow your head to the ground in the Ta'ashim fashion and intone, "Oh mighty djinn
of the desert! Forgive this accidental trespasser. I saw your floating city from afar and
was overcome by its beauty. I meant no harm, and certainly no offence.
"If you will be so gracious now as to overlook my indiscretion, I shall depart and bother
you no more."
The djinn seems pleased by your show of deference.
"Come come! There is no need for such abject obeisance. After all, what lesser being
would not be overcome by such a sight. Stand! I, the magnificent Abu Wasr, will show
you what it is you desired to admire."
The djinn snatches you into his whirling cloud and bears you up into the floating city as if
you were no more than a feather. You alight in a chamber where a fountain of pure
water is dancing merrily. Turn to 71.
101.
A pitched battle is no place for you. You look for a place to hide and try to join some of
the camel drovers, who are cowering beneath Farah's halted wagon, but there is no
room for you. Instead, you are forced to take cover amongst a bleating herd of camels.
Soon, a raider comes looking, craning his hooded neck to try and see over the milling
animals. It's clear that he suspects that someone is there. Make a STEALTH check vs. a
PERCEPTION of 7 . If you pass, the raider moves on, otherwise you must fight him.
If you try to flee turn to 306. If you win turn to 187. If you lose turn to 156.
58
102.
The ruin appears to be some sort of ancient watchtower, fashioned from huge blocks of
sandstone. Square windows open onto an empty space without floors. A low wall, half
collapsed and buried in sand, surrounds the place. To the south, the ground drops away
vertiginously, and you are surprised to see the caravan trail winding through the valley
below in the evening light.
You loop Bayard's reins around a convenient rock, this is as good a place as any to
spend the night. You can explore the ruins (turn to 203), or make camp now (turn to 83).
59
103.
You leave from the city in the same manner you entered, down the endless spiral
staircase to the desert below, but instead of reaching the night shrouded sands you
descend into your own sleeping body, and the dream of the city blows away like dust on
the wind.
Remove the figured bronze shield from your inventory, and turn to 181.
104.
Iskander must certainly have been of the True Faith, he was no Ta'ashim. You gather a
few others of the faith, such as Sir Boise, and bury his body in the little graveyard beside
the lake.
"Dust to dust, bones to earth. May the Creator have mercy on the soul of this poor
sinner." You intone the words of the funeral prayer as best as you can.
The next day the caravan resumes its journey (turn to 152).
105.
You strive with all your might, but you cannot stand against the Winged King of the
desert, whose minions have hunted you across Outremer. The King rends you open with
his claws and takes Coros Vallin's package from your robes. He rips it open with a hook
of his claws, revealing the golden icon within — a perfect miniature image of the King
himself.
"At last, the icon is mine! Now I will be free of the Caliph, free of the Prince, free of
anyone who seeks to control me, and let the Illuminate witness my oath, all of them
shall perish for what they have done to me."
The King casts your body into the crowd of cowering caravaneers, and then launches
himself into the sky with one sweep of his mighty wings. All those left behind can do is
make sure that your body is buried next to Iskander's.
60
106.
You strive with all your might, but you cannot stand against the Winged King of the
desert, whose minions have hunted you across Outremer. The King rends you open with
his claws, and leaves you in the dust, reclaiming Coros Vallin's package once more.
"At last, the icon is mine! Now I will be free of the Caliph, free of the Prince, free of
anyone who seeks to control me, and let the Illuminate witness my oath, all of them
shall perish for what they have done to me."
The King gives a final stroke of his tattered wings and soars back into the desert sky.
107.
While you carry the polished ruby sphere, you may subtract 1 from any Psychic
Fatigue checks you make. If you wish to put out your own eye (-1 HP permanently,
and -1 Looks) or are already missing an eye, you can place the sphere in your own
head, in which case you gain magical vision with confers +1 Attack, or +2 Attack
when using ranged weapons, a +2 bonus to Looks when intimidating people, and
make all spell expiry rolls on 2d10 (expiring on a 20).
Remembering some advice you once received from a Coradian trader, you also wrench
apart the scorpion's legs, obtaining enough meat to make two rations. When you have
taken what items you want, you retrieve Bayard from your makeshift camp. Time to
mount up and head north (turn to 291), or make camp and light a fire (turn to 287).
61
108.
You think better of trying to enter the mysterious city; some things are best left beyond
the ken of mortal man. You hurriedly mount Bayard once more and ride south. When
you glance back over your shoulder, the city is gone.
Make a tracking check. If you have the tracking skill, roll your PERCEPTION or less on
1d20. Otherwise, make the same check using half your PERCEPTION, rounding down.
If you have a map of the principalities, subtract 5 from your roll. If you make the
check turn to 23.
Otherwise, night falls. You must stop to make camp in the empty wastes.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing). If you eat and drink, regain one HP.
If these losses reduce you to zero HP turn to 277.
109.
Something about this knight makes your mystical awareness tingle, but you cannot put
a finger on what it is that makes you uncomfortable. It is as if Balthazar is under some
sort of terrible strain, though he appears in every way relaxed. Turn to 60
110.
You land heavily on the ground and stagger a few steps, recovering your balance, just in
time for the King to swoop down and attack you. You must fight him (turn to 199).
62
111.
Boise Martense
When you catch up with Sir Boise and the man at arms Martense, they have ridden
some way ahead of the rest of the caravan, so that Boise is leading the way on his
massive roan stallion.
The knight is fully armed, wearing both mail and helm, but when he sees you approach
he raises his visor and bids you greeting. To your surprise, he seems more friendly than
he ever was back in Crescentium, there is almost the hint of a smile beneath his bushy
moustache.
"Master Martense thought he saw people ahead on the road, so we rode out to intercept
them, should they prove to be hostile."
"I'll join you."
Martense draws a flanged mace from his belt and spurs his horse to the front, standing
up in his stirrups to survey the road. When he speaks, his voice is oddly hoarse, as if he
has suffered an injury to his throat. "I could swear I had seen a party on the road, but
there is nothing now."
Sir Boise seems nonchalant. "A mirage, perhaps. They happen. Maybe we should turn
back."
"I would rather keep lookout."
"Please yourself." To your surprise, Boise wheels his roan around and rides back to the
caravan, leaving you alone with Martense.
Martense rests his mace on his shoulder and falls back to ride beside you. "A strange
one that. Will you keep watch with me?"
You agree, and spend the remainder of the day at Martense's side (turn to 84).
63
112.
You rise abruptly. "I don't think this conversation is appropriate. If I knew anything about
Prince Adymas' intentions, I would be staining my honour if I told you of it, and his too.
I'll leave you to your meal."
You seek the comfort of your own blankets, and go to sleep (turn to 317).
113.
As your magic takes hold, Monaciello's demeanour changes. The boy laughs good-
naturedly and, to your surprise, the ghostly glow fades away, leaving him apparently
solid.
"Oh amico mia! How good to see you. What a fine joke I have been playing on this
woman. Her Great Grandmother, she was also my good friend, and so I gave her a gift,
but this stupida woman sold it, so I was angry."
"A joke!" Donna Viltry gasps. "My brother is vanished, my ship is sunk, men are missing,
and you call this a joke?"
"I do not do these things!" Monaciello protests. "It is bad enough I must come to this
horrible country where everything is so hot. Now I think I will go home, but first I give my
good friend a gift, because I think you will need it!"
Monaciello gives you a blessing of good luck (this does not use an inventory slot).
Once, you may use the blessing to re-roll any one dice; the blessing is then spent. After
that, he vanishes, as if he had never been there!
Turn to 66.
64
114.
Make a STEALTH check against a PERCEPTION of 15. Since Abu Wasr is distracted, you
may add +5 to your STEALTH.
If you make the check you sneak away successfully (turn to 38), otherwise Abu Wasr
catches you attempting to stuff one of the birds of paradise into your backpack!
"Ungrateful wretch!" the djinn roars. "Woe on me that ever I allowed you to enter!"
With that, the djinn plucks you off your feet and flings you out of the window, straight off
the side of the flying city!
If you can cast a spell such as Flight or Levitate, you may use it to reach the ground
safely. Otherwise, you suffer 5d20 damage.
If by some miracle or magic you survive, turn to 244 now, otherwise you crash to the
ground, instantly obliterated by the calamitous fall from the flying city.
115.
Without Bayard, you are doomed. You dig a hole in the dry soil and empty all your water
into it, letting Bayard drink his fill (empty all your waterskins). It's not much, but it
might be enough to make it out of this cursed place. Once his thirst is slaked, you mount
up and continue east (turn to 23).
65
116.
The King takes advantage of your distraction to breathe fire on you! The blazing attack
inflicts 1d6+4 HP of damage (reduced by your AF). If this slays you, turn to 275 now.
Otherwise, if you have the keywords Rutile or Sandstone, turn to 167 now.
You wrest the golden icon from your clothing and brandish it at the King. At once, yellow
light spills from the statue, and the Pazuzu shies away. You must still fight him, but he
is weakened.
The Winged King (6th) — Att 16 Def 9 MD 11 Eva 5 Ref 14 Ste 16 Per 11 AF 3
(Boise's armour) HP 20 Claws (d8+1,5) twice
If you defeat the King, turn to 62. If you lose , turn to 275.
117.
You accept the invitation to join Iskander and Martense for dinner, though it quickly
becomes clear that they are more interested in drinking than eating.
Iskander greets you with a raised glass. "Ho! Would you believe it? I've found a travelling
compaion that can put the drink away almost as well as me!"
"Almost?" Martense snorts into his cup of wine, and you see that his unshaven cheeks
are already red, and not from sunburn. "I can out-drink any pale-skinned Mercanian. My
people invented wine."
You take the opportunity to ask Martense where he is from, and why he is here.
"Kurland," he replies, "the best of countries. Safely isolated from the savages of Albion.
Warm and well watered. I have a wife there, 'tis true. But my Lord the Count of Cormye
and I had a falling out, and so I took the cross and came here."
He looks quite despondent at this, till Iskander declares: "Take another drink."
You decide to join the drinking session, which runs late into the night until it is
interrupted by the sound of a commotion. You look out of the tent and realise that it is
early morning, and the camp is in disarray. One of the caravaneers, Usquail, is missing,
and no sign can be found of him, either in the camp or on the road.
Usquail's sleeping spot was close by. You can hurry over to examine it (turn to 175), or
wait to see what happens (turn to 228).
66
118.
As exciting as Sir Boise's clothing choices may be, the man does nothing else of interest
for the rest of the day. Turn to 169 (marking a box).
67
119.
Abu Wasr leads you to the highest point of the brass city, a domed tower whose high
roof is supported by a ring of soaring arches that give views in every direction. From
here you look out on the inverted bowl of the night sky, which glitters above the
observatory in all its glory. On the inside of the dome, a mirror of these constellations is
picked out in silver inlay.
Abu Wasr points at one of the stars, a flickering red point above the northern mountains.
"There is Qalb al-Asad, the heart of the lion, a star most beloved of our Queen."
You look down and see that the whole sweep of Outremer is also visible from the tower.
You can see the lights of Crescentium by the sea to the west, and the river mouths of
Sadar at the east. Abu Wasr notices you looking.
"Ahh yes, is the view from here not fine."
If you wish, you can sketch yourself a map of the principalities here.
Once you are done, Abu Wasr enquires whether you wish to proceed to the aviary (turn
to 274), the throne room (turn to 71), or return to the entrance (turn to 285).
120.
"You claim to be innocent, Martense, and yet you have been constantly around me. I
know that I am hunted, how do I know you are not the hunter?"
Martense's good humour seems to drain away. "Oh you fool, I have tried to protect you,
as a fellow traveller, and this is the thanks I get?"
He draws his mace. "Well then, we will settle this in the Kurlish way. We will duel, you in
your fashion, I in mine, until the first blood is shed, and then God will have chosen who is
in the right."
You must fight Martense. As soon as the first blood is drawn (a combatant takes at
least 1HP of damage) the fight is won.
Martense, Man at Arms (2nd) — Att 15 Def 7 MD 4 Eva 3 Ref 12 Ste 13 Per 5 AF 2
HP 12 Mace (d6,4)
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121.
You descend the steps from the flying city, to find Bayard waiting patiently at the
bottom. You mount up and head south, back into the desert. When you glance back over
your shoulder, the city is gone, as if it had never existed. (Remove the figured bronze
shield from your inventory.)
Make a tracking check. If you have the tracking skill, roll your PERCEPTION or less on
1d20. Otherwise, make the same check using half your PERCEPTION, rounding down.
If you have a map of the principalities, subtract 5 from your roll. If you make the
check turn to 23.
Otherwise, night falls. You must stop to make camp in the empty wastes.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing). If you eat and drink, regain one HP.
If these losses reduce you to zero HP turn to 277.
122.
You dodge another swing of the King's claws and smear your own blood desperately on
the icon. At once, the golden light turns red, and the King hesitates, poised in the act of
tearing at your throat with his teeth. You heave a sigh of relief, and then realise with a
growing sense of horror that you are not in control of the King ... as the half-
remembered dream told you, you can only make a single request.
The King knows it too and begins to laugh, a terrible roaring sound. "You don't know the
words, do you? Hah! Well, make your demand, but know that afterwards, I will kill you
for this affront!"
There's only one thing you can think to command to save your life: "Let me win."
The King howls, but bows his head, allowing you an open strike. You go to strike the fatal
blow, but the King folds his tattered wings around himself and a scorching desert wind
howls into existence, pushing you back and tearing the tent from its footings. Within the
vortex, the King's body dissolves into whirling sand, but his voice still echoes out.
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"Fool! You think you can best the Winged King of the Desert? It is not so! Your foolish
Prince cannot use the icon you carry to control me, if he is dead!"
The vortex howls its way into the sky and then speeds east towards Sadar.
Prince Adymar has but one chance, you must reach Sadar in time to stop the King from
killing him. You leap into Bayard's saddle and gallop east (turn to 237).
123.
You search the shelves of the library for some clue to the meaning of the strange golden
icon that Coros Vallin entrusted you with. It takes you a long time, but eventually, you
unroll an aged scroll on which a winged lion-man has been drawn. It is not quite the
same as your icon, but the similarity is clear.
The scribe, Attahest, describes the creature as a Pazuzu, a malevolent demon of the
desert, capable of taking human form. These creatures, Attahest claims, are responsible
for countless vanished travellers. You too have heard disturbing tales of monsters
waylaying travellers in the desert, disguised as lepers or pilgrims.
The thought of such creatures fills you with dread, but you must push on (turn to 188).
124.
You make your way over to the Badawin camp and ask after the seer. A grim-faced
tribesman gestures to one of the tents set a little way apart from the others.
You push aside the tent flap and duck inside into the gloom. A woman is seated on a
large cushion, her face hidden behind a veil of brightly coloured beads, hiding her
features entirely.
"Take a seat," the seer says. "You are not the first foreigner to come and visit me here,
and I sense that you want the same answers to the same questions."
"If those answers are true."
You have the impression that the woman smiles behind her veil, but you cannot be sure.
"I always speak the truth."
"Tell me then."
The seer places a cup between you and pours liquid into it from a stoppered flask. "They
say there is a creature that wanders the desert and preys on those that travel it, a devil
that they call Pazuzu. This demon has the shape of a man with the head and paws of a
lion, and the wings of an eagle."
A chill passes through you at this description.
70
"It is also said that the Pazuzu can disguise itself as a man, waiting to catch its victims
alone before it plucks them up into the sky, never to be seen again. But even in this
form there are certain signs that give it away. No matter what shape it takes, you may
know it by its cruelty, its arrogance, and the fact that it will not touch any true relic, for
these it cannot abide."
The veiled woman leans forward and adds: "They also say that this creature is a King to
a legion of fanatical followers, and that he who can command the King could command
them all ... though who can say how this could be done."
You realise that Iskander must mean to try and force whoever he suspects to hold a
relic. You also realize that he must be putting himself in terrible danger ... turn to 139.
125.
To your surprise, the markings on the stone appear to match those on the strange shield
you bought in Crescentium. When you raise the shield, it slots into a recess on the altar,
like a key might slot into a lock. At once, a staircase rises from the desert, shedding
waterfalls of sand as it spirals into the air, until it connects the place where you stand to
the city above.
Clearly, you must enter the city (turn to 76).
71
126.
You leap onto Bayard's back, kicking out at the skeletons to give yourself room to flee.
Each of them gets to make one free attack on you as if your DEFENCE was 0 (hitting on
an 11 or less, with 1d6 armour bypass, for 4 damage). If this reduces you to 0HP, turn to
221, otherwise, turn to 10.
127.
Roll 1d10 and add your Rank. Add an additional +2 for each of the following keywords
that you possess: Flint, Hornfels, Porphyry, and Xanthose. Add +4 if you have the
keyword Zircon. Add 1 more if you have a white tabard taken from Boise. If you
score 14 or more (turn to 24), otherwise, turn to 171.
128.
As you pass through the narrow streets, you become aware that you are being followed.
A pair of men, you think, wrapped in tattered bandages — Lazars. Before you can think
about losing them, they are upon you! Each draws a hooked knife and circles you. Under
their hoods, their faces are shrunken and burnt, their lips cracked as if by the desert
wind.
One of them croaks, "Give us the icon!" You aren't sure what they mean, but it's clear
that this is no random attack. You must fight them (remember to split your DEFENCE
between them).
Crazed Lazars (1st) — Att 13 Def 5 MD 3 Eva 5 Ref 10 Ste 18 Per 8 AF 1 HP 9/9
Daggers (d4,3)
If the attackers overcome you, turn to 236, otherwise you hurry on to the sacra familia
(turn to 31) before the authorities pull you in.
72
129.
"My heart is heavy," Mistress Farah tells you. "Even though the killer has been caught,
the weight of this crime is still on us."
You can only agree. Even though the traitor in the caravan has been banished, the
threat of attack on you has surely only faded a little. You will not rest easy until you
reach Sadar.
Farah refills your cup of hibiscus tea from the pot that sits on a small table between you.
The two of you sit in her tent, shielded from the oasis heat by a fitfully waving curtain of
white cloth. "First we must hold a funeral for Iskander," Farah says. "I am not of his faith,
perhaps I can leave that to you?"
If you have the keyword Wardite turn to 261, otherwise, turn to 104.
130.
You venture cautiously into the area surrounding the tower, scanning the sky for any
dots or shapes, but the evening air is clear. Nothing moves.
There is little to see until you come to the back of the tower, furthest from the entrance,
where you are greeted by an unwelcome surprise. A body lies face down in the sand
against the ruined wall at the back of the tower. The burnt and desiccated skin makes it
clear that it has lain in the sun for at least a week.
You cautiously turn the body over — and jerk back in horror as you realise that the
man's heart has been torn from his chest. When you recover your choler you take a
second look at the body. It is a young northern man, but you do not recognise his face.
He has been stripped of most of his possessions but is dressed in the sort of padded jack
worn by knights and soldiers, though given his apparent youth, he must have been a
squire or a new recruit.
You puzzle over how this body came to be hidden here, but the dead man has no
answers, save one — embroidered on the right shoulder of his jack is a symbol like three
fish surrounded by a circle. You don't recognise it, but assume it is the coat of arms of
the knight he served or the unit he was a member of.
When you are done, you head back inside (turn to 203).
73
131.
You dodge another swing of the King's claws and smear your own blood desperately on
the icon. At once, the golden light turns red, and the King hesitates, poised in the act of
tearing at your throat with his teeth. You heave a sigh of relief, and then realise with a
growing sense of horror that you are not in control of the King ... as the half-
remembered dream told you, you can only make a single request.
The King knows it too and begins to laugh, a terrible roaring sound. "You don't know the
words, do you? Hah! Well, make your demand, but know that afterwards, I will kill you
for this affront!"
There's only one thing you can think to command to save your life: "Let me win."
The King howls, but bows his head, allowing you an open strike. You go to strike the fatal
blow, but the King folds his tattered wings around himself and a scorching desert wind
howls into existence, pushing you and the caravaneers away. Within the vortex, the
King's body dissolves into whirling sand, but his voice still echoes out.
"Fool! You think you can best the Winged King of the Desert? It is not so! Your foolish
Prince cannot use the icon you carry to control me, if he is dead!"
The vortex howls its way into the sky and then speeds east towards Sadar, leaving the
crowd relieved and dismayed in equal measure.
"God be praised!" Farah breathes, her face pale.
Martense staggers forward, wounded, and grabs you by the arm. "The Prince will die if
someone does not reach him in time. Mount your steed!"
Martense is right, you must reach Sadar in time to stop the King from killing the Prince.
You leap into Bayard's saddle and gallop east (turn to 237).
132.
You gallop east after the retreating figure, but Balthazar has too great a lead on you,
and as the mists rise, you eventually lose sight of him. You have failed in your mission ...
unless you can somehow track him down.
If you have the tracking skill, make a tracking check now — roll double your
PERCEPTION or less on 1d20. Otherwise, make the same check using your
PERCEPTION.
74
133.
You waste no time in quickly turning out Martense's belongings. For the most part, they
resemble the expected possessions of a man at arms — whetstone, dagger, needle and
thread, coin, cooking implements, darned clothing. The only thing out of place is a
pewter medal struck with the arms of Selentium, though you cannot imagine what it
might mean.
There is no time to learn more, fighting figures are spilling between the caravans. You
must either hide (turn to 101), or join the fight (turn to 2).
134.
You go to strike the fatal blow, but the King folds his tattered wings around himself and
a scorching desert wind howls into existence, pushing you back and tearing the tent
from its footings. Within the vortex, the King's body dissolves into whirling sand, but his
voice still echoes out.
"Fool! You think you can best the Winged King of the Desert? It is not so! Your foolish
Prince cannot use the icon you carry to control me, if he is dead!"
The vortex howls its way into the sky and then speeds east towards Sadar.
Prince Adymar has but one chance, you must reach Sadar in time to stop the King from
killing him. You leap into Bayard's saddle and gallop east (turn to 237).
135.
You produce your book and candle and intone the words of exorcism at the spirit
Monaciello, commanding him to leave this world and cease his haunting.
"I drive you from me, whoever you may be, unclean spirit!"
Roll 1d20 and add your Rank. Add a further +1 if you carry a holy symbol, or +2 if
you have a relic.
If you roll 10 or more, your exorcism is successfull (turn to 82), otherwise, turn to 252.
75
136.
You make as if to turn away, and then spur Bayard forward, knocking one of the
halberdiers down. Make a DF 15 REFLEXES check . If you succeed, you burst through
the gate into the city streets (turn to 294). Otherwise, you are overpowered and dragged
from the saddle by soldiers rushing from every side!
"You don't understand! The Prince is in danger!"
"Not from you," one of the guards snorts, before clubbing you unconscious with the butt
of his halberd.
You are woken by the sound of shouting voices, to find yourself bound tightly to the
central post of an army tent. You hear the panicked whinny of horses, and see men run
by the opening.
"What's happening!" you shout. "Let me out!"
One of the running figures pauses by the entrance to the tent and stammers: "The
Prince is dead! A monster killed him! The Caliph is coming! Sadar is lost!"
You demand to be released, but the man abandons you to your fate, and you are still
struggling with your bindings, unable to release yourself, when the Caliph's troops
overrun the routing camp and take you prisoner.
Your mission for Coros Vallin is a failure, and you rot for weeks in the Caliph's prison
until you are finally ransomed and released.
Your quest has ended in failure. Gain 2 experience points, in addition to any gained
from defeating opponents in combat. Remove the golden icon (or mysterious
package) from your inventory; you can keep any other equipment for a future
adventure if you wish.
THE END
137.
138.
"Do not worry, I will not tell a soul what you tell me," you promise Abu Wasr.
The djinn rubs his hands on his silk-clad belly and launches into his tale.
77
"Here is the truth of it. As I said, the Queen, may the Illuminate bless her, is our sole
ruler, but it was not always so. Once, as is the way of things, our queen had a king. His
name was Pazuzu.
"Pazuzu was a mighty king, but he was filled with pride. He felt himself to be the equal
of the Creator, and proclaimed himself the king not only of our people, but of the whole
desert, from edge to distant edge of it. From this kingdom he raised an army to
challenge heaven. It was a mighty thing, I remember it well. The thunder of our passing
shook the world itself!"
Abu Wasr looks as if he might shed a tear, but instead, he continues: "But, of course, the
might of the king was nothing before the might of God. With a single word, the Lord
humbled King Pazuzu. He took from him his beauty, his power, his people, and cast him
out into the desert he had claimed for himself, a twisted and diminished thing.
Dangerous to mortals like yourself, to be sure, but nothing as he was."
"But," you interject, "I have heard of these pazuzu as a race of creatures. Are all these
stories of him?"
Abu Wasr shakes his mighty head. "Oh no. The curse of the king's blood runs deep, and
he has made lesser children for himself, a rag-tag echo of the army he once
commanded. It is a sad thing, but must be as the Creator wills it."
If you have the keyword Rutile, turn to 312 now. Otherwise, Abu Wasr seems to recall
that he is meant to be giving you a tour, and asks if you wish to continue to the aviary
(turn to 274), observatory (turn to 119), or return to the entrance (turn to 285)?
139.
You leave the Seer's tent and hurry back to the camp, hoping to warn Iskander not to
take a dangerous risk, but you are too late. As you approach, you see that a crowd has
gathered, and when you push through the fearful caravaneers you see that Iskander is
dead.
A terrified teamster falls to his knees, calling on the Illuminate to save them, while
another makes the sign of the True Faith and mumbles a prayer. You can see why — the
priest's body has been mutilated, his heart has been torn from his chest, leaving his
body covered in blood.
Mistress Farah lets out a wail. "Now it is murder!" She rounds on the gathered travellers.
"Never has this happened. The sacred oath of the caravan has been violated. One
amongst you is a monster, to have done this. Will no one speak out? Will no one name
the killer so that we may have our vengeance?"
Turn to 268.
78
140.
If you have the keyword Diorite, turn to 238, otherwise (turn to 124).
141.
You gasp in agony as the white scorpion's sting sinks into your flesh. Burning pain runs
through your veins, robbing you of consciousness, and then life. Your bones will moulder
here until the sun bleaches them white and unrecognisable.
142.
The final stretch of the journey goes quickly, and your destination is soon in view. Sadar
is a small walled city, with high copper rooftops glittering above whitewashed walls. A
broad stone bridge arches from it, crossing the river towards Ibrahim. Normally the city
is surrounded by dusty fields and orange groves, instead, you ride past the tented ranks
of Prince Adymas' army. On the other side of the river, you can just make out the
Caliph's matching bivouac.
The caravan trails back before the gate — it will take hours for the soldiers to search it
— but you and Boise ride ahead. True to his word, Boise makes sure that you pass
through the gate without issue. Inside, the narrow streets are packed with soldiers and
refugees from the fighting across the river. Badawins and Crusaders rub shoulders under
the striped awnings that spread from building to building.
You ask at the gate where Prince Adymas is to be found, and are directed towards a
large building crowned with a singular tower overlooking the river, from which, you are
told, the Prince plans his strategies. You expect Boise to leave you now, but he takes the
same road.
"Hold hard," you say to him, reining Bayard in, "what is your business with the Prince?"
Boise gives you a curious look, then says, "I'll tell you truthfully then. I am a messenger,
sent to the Prince by Marshall Vallin with an item of the utmost importance."
You give a start, unable to hide the surprise on your face. "But that's my errand! How
can it also be yours."
"Hah! Coros Vallin was ever cunning! Who knows how many messengers he sent, and
79
which of us has the real package? Let us go up and see!"
You continue to the palace, where a grim-faced sentry asks for proof of your mission. If
you have the letter of identity Coros Vallin gave you, turn to 318, otherwise turn to
300.
143.
144.
You have captured the leader of the raiders, a wild-eyed man with a cruel hooked beak
of a beard. When you pull the keffiyeh from his head you see that his face is marked
with crude tattoos intended to make him resemble a lion.
"Tell me what you were doing here," you growl.
"I shall tell you nothing! You do not understand what you are dealing with. When the
King catches up with you, your miserable life will be as agony to you! But, my place in
paradise is assured!"
You demand to know what king he speaks of, but before he can answer, you are joined
by Sir Boise.
"A cur such as this should not be allowed to live." Boise says.
You make to object, but the leader, briefly unattended, suddenly jerks, and foam
appears at his lips. Too late you realise that he has consumed poison, and there is no
saving him. You search his body for further clues, but find nothing but a shortsword
(1d8, 3), a full waterskin, a small shield, and a pouch containing Zhenir gold worth
100 florins.
"Justice is done, it seems." Boise snorts.
"You show your true colours," you mutter, but Boise turns away; it seems the battle is
won (turn to 187).
80
145.
Roll 1d10 and add your Rank. Add an additional +2 if you have the keyword Hornfels.
If you have the keyword Tuff, subtract 2 instead. If you score 14 or more (turn to 75),
otherwise (turn to 171),
146.
Iskander Mehmet
You join Iskander the cleric, who is riding alongside the pilgrim, Mehmet. Iskander has
his pale hair and skin covered by a heavy hooded thobe and a striped shawl, while
Mehmet appears to be positively enjoying the punishing desert sun.
"Good day to you," Iskander greets you. "Have you come to share in our gossip?"
"Gossip?"
Mehmet mutters, "God save us!" but Iskander isn't deterred.
"About this newcomer, Martense, the man at arms. Mehmet here thinks he is a deserter,
or worse. For myself, I believe he is a spy, probably a Marijah assassin from Mazarid. You
see how he has naturally fallen in with Sir Boise, perhaps they are in league with each
other?"
"Or perhaps they are both soldiers, and that is why they ride together," Mehmet
suggests.
You spend the day in this fashion (turn to 84).
81
147.
Before the spirit can react, you invoke your magic, and cast your spell to bend
Monaciello to your will. Match your MAGICAL ATTACK against Monaciello's MAGICAL
DEFENCE of 7 . If you succeed, turn to 113, otherwise, turn to 252.
148.
You continue east alone, keeping to the coast, but you quickly have second thoughts
about following Balthazar's advice. As the mists begin to burn away you see flecks of
darkness wheeling in the sky, not eagles, not buzzards, but winged shapes the size of
men.
After Balthazar's mention of the "Winged King", the shapes fill you with trepidation. It
may be nothing more than superstition, but you have heard too much of winged demons
to simply ignore them. Whatever they are, surely it is best not to let them find you.
You can look for cover (turn to 22) or put your heels to Bayard's flanks and ride for the
hills (turn to 89).
149.
As you pass through the narrow streets, you become aware that you are being followed.
A pair of men, you think, wrapped in tattered bandages — Lazars. Before you can think
about losing them, they are upon you! Each draws a hooked knife and circles you. Under
their hoods, their faces are shrunken and burnt, their lips cracked as if by the desert
wind.
One of them croaks, "Give us the icon!" You aren't sure what they mean, but it's clear
that this is no random attack. You must fight them (remember to split your DEFENCE
between them).
Crazed Lazars (1st) — Att 13 Def 5 MD 3 Eva 5 Ref 10 Ste 18 Per 8 AF 1 HP 9/9
Daggers (d4,3)
If the attackers overcome you (turn to 236), otherwise you hurry on to the caravanserai
before the authorities pull you in, turn to 79.
82
150.
151.
You check your map. Nothing is marked that looks like a city or castle. The hazy shape
to the north may be nothing but a mirage — but maps can be wrong. Do you ride north
to investigate (turn to 259), or head south (turn to 194).
83
152.
The next day, the caravan sets out on the final leg of its journey to Sadar. The teamsters
rise early, jockeying the obstinate camels into their familiar formations, but the whole
enterprise is muted and without joy, after the murder and exile of the previous day.
After a quick and uncomfortable breakfast, each of the remaining travellers makes sure
to place themselves where they will not be disturbed by conversation.
The only exception is Sir Boise, who makes a point of drawing his stallion up beside you
as the oasis falls behind.
"That was a hard thing you were forced to do yesterday," the usually taciturn knight
says. "I admire you for it."
He sets his eyes on the road ahead. "We do not need to linger, we could reach the city
faster than the caravan, now that we are on a safe road. You will have no trouble getting
through the gates with a Capellar knight at your side."
You demure. "I'd rather see the journey out with the others. I feel I owe them as much."
Boise nods. "Well said, well said."
Turn to 142.
153.
As you ride on, the shadows ahead resolve into mounted figures. Too late you realise
that they are an armed party, riding hard to intercept you. Black djellabas stream from
their shoulders, and the sunlight flashes from their raised sabres.
One of them shouts, "That is the one! For the King! For the Winged King!" and then they
are upon you.
You must fight these warriors to the death, there is no possibility of retreat. There are
seven of them (remember to split your DEFENCE between them).
Desert Raiders (1st) — Att 14 Def 6 MD 3 Eva 5 Ref 11 Ste 13 Per 5 AF 2 HP 12 each
(seven raiders); Sabres (d8,4)
84
154.
"Have no fear," you tell Donna Viltry with kindness. "There may be a curse here, but it is
not of your doing. Quite some other evil dogs this caravan, and I am sure that your
expedition will be successful."
She dries her tears with the cotton hem of her robe. "Do you really think so? You are
kind to say it. Then I must tell you, I am not easy with the pilgrim, Mehmet. Ferromaine
is a city of intrigue, and I know clandestine acts when I see them. I have seen him
speaking to some of the caravaneers in ways that cry out of subterfuge."
You thank her for her advice. Turn to 169 (marking a box).
155.
Glancing over the edge of the cliff, you realise that the caravan is already moving out!
You must join them now or risk being left behind! You grab Bayard's reins and vault into
the saddle, crying: "Up Bayard! Up, boy!"
Roll your REFLEXES or less on 2d10. If you succeed you manage to gallop down to the
caravan in good time. If you fail, you suffer the loss of 1HP from exhaustion, although
this will not remove your final HP.
As you draw up to the rear of the caravan, you see Iskander gesture you over (turn to
232).
156.
In the chaos of combat, the caravaneers don't notice when you are cut down, and Coros'
precious package stolen from your body. Later, they will gather your remains and hold a
brief ceremony, praying to the prophet without naming him, before interring your
remains under a mound of stones. It is of little comfort to your soul.
85
157.
158.
The giant scorpion attacks twice each Combat Round with its pincers. If it hits you
with both pincers in one Combat Round, it tries to rip you apart for an automatic 1d6
HP of damage. If it has not managed to do this within three Combat Rounds, it
attempts to sting you instead with an Attack of 27, (d4+1, 2). If this hits, roll 4d6 and
if this is greater than your Strength score, the poisonous arachnid has killed you.
Even if you roll less than or equal to your Strength score, you still lose 2d6 HP.
If you are outmatched, and not held by the scorpion's claws, you can try to flee (Turn to
191). If you lose , turn to 46, otherwise, turn to 107.
86
159.
"Ahh, noble visitor," the man intones as you approach his stall, "I see that you have a
keen eye and a fine sense of the valuable, since you have clearly identified my booth as
the source of the finest goods to be found in all the bazaar."
He rubs his oily hands together as he speaks, clearly warming up to sell you some of his
treasures, but in truth, most of what he has heaped on the striped cloths of his tables
appears to be rather fanciful looking trash.
Two items catch your eye, a jewelled scarab, and a figured bronze shield. He is
asking 100 florins for the scarab, and 120 for the shield.
"You won't mind if I examine these before I buy?" you say. To examine the scarab, turn
to 99, to examine the shield, turn to 279.
When you are done examining the items, and have made any purchases (don't forget to
deduct the money from your character sheet), you head back out (turn to 242).
160.
You crawl to your feet, bruised and battered from your calamitous fall, to find Bayard
waiting nearby. There is no sign of the flying city, nor of the place by which you entered.
Were it not for your injuries, you would swear the whole thing had been a dream.
Make a tracking check. If you have the tracking skill, roll your PERCEPTION or less on
1d20. Otherwise, make the same check using half your PERCEPTION, rounding down.
If you have a map of the principalities, subtract 5 from your roll. If you make the
check turn to 23.
Otherwise, night falls. You must stop to make camp in the empty wastes.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing). If you eat and drink, regain one HP.
If these losses reduce you to zero HP turn to 277.
87
161.
You open your eyes to discover that it is still dark. The constellation of the spider is
overhead. By the faint glimmer of moonlight, you see a pale shape moving across your
discarded bags — a white scorpion! Before you can react, the scorpion steps delicately
from the bag to your bare shoulder!
The creature is standing only inches from your face. You focus on the deadly stinger,
which is raised high over its back. If it stings you, death will surely be the result.
If you pass a DF 12 REFLEXES check , you throw off the scorpion and jump out of the
way. If you fail, it stings you; roll 3d6 against your STRENGTH . If you pass the
strength check, you suffer the loss of 1d4 HP, if you fail, lose 3d6 HP instead. You may
use a spell like Antidote, Purification, or Neutralize Toxin to avoid any damage.
If the damage reduces you to zero HP, turn to 141, otherwise, you kick the creature
away and grab your belongings (turn to 303) before it can return.
88
162.
You waste no time in quickly turning out Sir Boise's belongings, though the knight seems
to travel heavily, and there is plenty to search. You find a variety of expensive clothing,
spare weapons, coin aplenty, and other such trappings of knighthood. Folded up in the
bottom of a small chest is a white tabard on which a seal, resembling three fish enclosed
in a circle, has been embroidered. You think this might be Boise's coat of arms, though
you have not seen him display it.
There is no time to learn more, fighting figures are spilling between the caravans. You
must either hide (turn to 101), or join the fight (turn to 2).
163.
The caravan settles down to a troubled and uneasy night under the cold and uncaring
stars, but your sleep is peaceful and untroubled by the dreams which seem to afflict
many of the others.
If you have lost any Health, you may regain one HP now.
You awake refreshed, remembering Iskander's entreaty to watch your fellow travellers
with caution (turn to 169).
164.
You pick up a chunk of dusty sandstone and place it on the cairn, balancing it atop the
stones placed by the unknown travellers of the past. You are joined by Martense, who
places his own stone on top of yours.
"I find it pays to follow the local superstitions, whatever they are," he tells you. For the
first time, you notice that unlike almost everyone else in the caravan he wears no
religious symbols, either True or Ta'ashim, an oddity in this land of faith.
If you have the keyword Alabaster, turn to 241 now, otherwise, turn to 163.
89
165.
You decide to keep your own counsel and busy yourself preparing for the final leg of the
journey. You may refill any empty waterskins you are carrying.
Your preparations are disturbed by a sudden cry from further down the shore. You see
people running, pointing towards something lying on the ground near to yout tents.
By the time you reach the spot, a crowd of caravaneers has gathered. You push your
way through and see a body lying on its back in a pool of blood. It is Iskander, and the
poor priest has been horribly mutilated. When you pull back the folds of his robe you find
that his heart has been torn from his body!
"Aiee, we are undone!" Mistress Farah throws up her hands as she sees what has
happened to Iskander. "Never before has this happened to me, a member of the caravan
murdered, the sacred oath violated!"
She rounds on the assembled travellers. "One of you is a killer, a monster in the guise of
a fellow voyager. Will no one expose this murderer in our midst so that we may have our
vengeance?"
Turn to 268.
166.
You dismount Bayard and leave him hidden in the copse, approaching the valley on foot
(you may trade items with Bayard's inventory before leaving him). You find a concealed
hollow, perhaps three hundred and fifty paces long, and a third of that wide. The
remains of a camp show where the riders spent the night; they have left behind ash
piles, a latrine pit, and a mess of scraps and litter that make you doubt that they are a
military unit.
Searching the hollow, you discover a small trickle of water emerging from the back wall,
enough for you to refill an empty waterskin if you have one. You also discover a crude
design scraped into the dry floor of the valley, exposing black lines of darker earth. It
resembles nothing more than a man with wings, and what looks like a lion's mane.
A chill passes through you, despite the hot sun. It's time to move on (turn to 52).
90
167.
You dodge another swing of the King's claws and smear your own blood desperately on
the icon. At once, the golden light turns red, and the King hesitates, poised in the act of
tearing at your throat with his teeth. You heave a sigh of relief, and then realise with a
growing sense of horror that you are not in control of the King ... as the half-
remembered dream told you, you can only make a single request.
The King knows it too and begins to laugh, a terrible roaring sound. "You don't know the
words, do you? Hah! Well, make your demand, but know that afterwards, I will kill you
for this affront!"
There's only one thing you can think to command to save your life: "Let me win."
The King howls, but bows his head, allowing you an open strike. You go to strike the fatal
blow, but the King folds his tattered wings around himself and a scorching desert wind
howls into existence, pushing you back. Within the vortex, the King's body dissolves into
whirling sand, but his voice still echoes out.
"Fool! You think you can best the Winged King of the Desert? It is not so! Your foolish
Prince cannot use the icon you carry to control me, if he is dead!"
The vortex howls its way into the sky and then speeds east towards Sadar.
Prince Adymar has but one chance, you must reach Sadar in time to stop the King from
killing him. You leap into Bayard's saddle and gallop east (turn to 237).
168.
You set out beside Sir Boise, who rides a powerful roan stallion, following the road east
from the oasis. The wasteland of the open desert gives way to scattered scrub, then
trees, and finally the olive groves and orangeries of Sadar itself. By early evening, you
have reached the river valley and the walls of Sadar, which sits on the eastern shore.
Sadar is a small walled city, with high copper rooftops glittering above whitewashed
walls. A broad stone bridge arches from it, crossing the river towards Ibrahim. Normally
the city is surrounded by dusty fields and orange groves, instead, you ride past the
tented ranks of Prince Adymas' army. On the other side of the river, you can just make
out the Caliph's matching bivouac.
The city gate is well guarded, but with Boise at your side, you pass through without
issue. Inside, the narrow streets are packed with soldiers and refugees from the fighting
across the river. Badawins and Crusaders rub shoulders under the striped awnings that
spread from building to building.
You ask where Prince Adymas is to be found, and are directed towards a large building
91
crowned with a singular tower overlooking the river, from which, you are told, the Prince
plans his strategies. You expect Boise to leave you now, but he takes the same road.
"Hold hard," you say to him, reining Bayard in, "what is your business with the Prince?"
Boise gives you a curious look, then says, "I'll tell you truthfully then. I am a messenger,
sent to the Prince by Marshall Vallin with an item of the utmost importance, and unless I
miss my mark, you are on the same mission."
You laugh. "How like Coros Vallin to be so cunning! Who knows how many messengers
he sent, and which of us has the real package? Let us go up and see!"
You continue to the palace, where a grim-faced sentry asks for proof of your mission. If
you have the letter of identity Coros Vallin gave you, turn to 318, otherwise turn to
300.
169.
Each time you are directed to this section, you may be told to check one of the boxes
above.
If you have just checked the first box, turn to 201 now.
If you have just checked the second box, your time is up. You can no longer pick any
of the options here and must move on (turn to 57)
The caravan road winds through the dry valley of Cabbron, where one of the most
decisive battles of the first crusade was fought. Here and there, amongst the drifting
brown sands, you can still see the rusting remains of discarded armour and the bleached
white of bones.
The hot eastern wind, the Simil, blows ceaselessly in your faces, day and night, forcing
the caravaneers to wrap their headscarves tighter around their faces and ride with their
heads bowed. It is two days to the oasis at El Uraj and the Cabbron is known as a haunt
of bandits.
Remembering Iskander's words, you may want to investigate: Donna Viltry (turn to 137),
Martense (turn to 150), Sir Boise (turn to 118), Mehmet (turn to 314), or even Iskander
(turn to 178). Investigating someone will take up a day.
92
170.
Owais and the others haul you through the camp, gaining a jostling train of caravaneers
along the way until they are stopped by Sir Boise, who has thrown on his armour and
surcoat.
"What's the meaning of this?" Boise demands.
Owais sneers: "We've caught our murderer. We found this one drenched in blood, with
the foreign priest at his feet."
You expect Boise to knock some sense into the guards, but instead, he says, "I have no
choice. You must be locked up until we decide what to do with you."
There are simply too many angry men for you to fight back, and there's little you can do
as they strip you of your arms and armour — which they toss in a heap — and throw you
into one of the huts, barring the door with a stout beam. However, you can try to hold
back the mysterious package. Make a STEALTH check against a PERCEPTION of 8 to
conceal it from the guards; if you succeed, turn to 80, otherwise, turn to 97.
171.
You outline your case, such as it is, but you have little evidence to offer, and your
arguments sound weak, even to you.
It seems the crowd agrees. They jeer and heckle you into silence, then surround you,
grabbing your arms and relieving you of your weapons. You struggle but are dragged
before Farah, who must act as judge.
She shakes her head at you. "Did you not swear the caravan oath, as we all did? You
have called the honour of a fellow traveller into doubt, but do not have the evidence to
prove your slander. I know I asked for the murderer to be uncovered, but this is not the
way."
She sighs heavily. "I have no choice, I am bound by our laws. I must put you into the
desert to make your way alone. It is not far, perhaps the Lord will have mercy on you."
The crowd lead you to Bayard and put you in the saddle. They return your weapons, but
anything you had in Bayard's inventory is left on the ground (remove those items from
your inventory) as you are jostled and jeered out of the camp and onto the desolate
eastern road.
Turn to 289.
93
172.
You decide to keep your own company on the road, Coros Vallin did not employ you to
make friends, but instead to reach Prince Adymas with all speed. Bayard plods steadily
along amid the dust and noise of the caravan, occasionally snorting or flicking his ears,
while you sit asaddle, lost in your own thoughts. In this way you pass the day (turn to
84).
173.
Iskander asked you to stay behind as he went to confirm his suspicions, but you fear
that the Mercanian is putting himself into awful danger. If he is right, and a monster
lurks in the caravan, it could strike at any time.
Iskander weaves his way amongst the gathered tents caravan tents. He's in a hurry but
cautious, forcing you to hang back or be spotted. With one last glance around himself,
he vanishes behind Boise's grand white tent. You go to follow but are forced to wait a
moment, as two caravaneers walk by, locked in some sort of argument.
Behind Boise's tent is a little isolated space, where the backs of two other tents are
lashed to the trunk of a date palm tree. A sense of impending disaster comes over you
as you approach. Iskander is waiting for you, back turned, bent over on his knees as if
praying. You know at once that he is dead, but you run to his side anyway, wrapping
your arms around him and hauling him upright.
The poor man is covered in blood. His chest appears to have been ripped apart.
You look around, intending to call for help, and are surprised by the sudden arrival of
four caravan guards, led by Owais. Before you can think of explaining, they have seized
you and dragged you away from Iskander's body.
"What are you doing?" you demand, but your question is met by a sharp cuff to the face
from Owais.
"Silence, murderer!"
Turn to 170.
94
174.
Make a normal attack roll against a DEFENCE of 5. If you succeed, you strike the
snake before it can bite you, and lop off its head. Turn to 307 now.
If you miss, test your EVASION against a SPEED of 14 . If you pass, you dodge the
snake's strike and quickly kick it away. Otherwise, you must endure a Normal Poison (roll
your STRENGTH or less on 3d6) or succumb. If you make the roll you still suffer the loss
of 1d4 HP. If you fail the check, or fall to 0HP turn to 292, otherwise, turn to 307.
175.
You hurry to be amongst the first to examine Usquail's belongings in the pale pre-dawn
light. It's immediately clear to you that everything of value has been left behind. Not just
the man's spare clothing and money, but also his water flask and rations. You cannot
believe that he would have fled into the desert without food and water.
If you can cast Oracle or Divination and wish to do so, turn to 3. Otherwise, you are soon
overwhelmed by the arrival of others (turn to 228).
176.
95
177.
"I must reach the Prince!" you insist. "I am a messenger from Marshall Vallin in
Crescentium, let me by!"
Make a LOOKS check with a DF of 13 (roll 1d20 less than or equal to your LOOKS). If
you are a Knave you may add your Rank to your LOOKS as usual.
If you succeed, the guards are persuaded and let you by to enter the city (turn to 294). If
not, they turn you away with a sneer. You can try to charge the gate (turn to 136), or
simply wait them out (turn to 299).
178.
If it is the first day in the valley of Cabbron turn to 226, otherwise, turn to 235.
179.
You burst through the door and grab a few belongings from the heap on the ground,
before running to where Bayard waits. There is no time to pack, you fling on Bayard's
saddle, and ride hard, following Boise's trail north into the desert.
You may take any four items, including weapons and armour, from either yours or
Bayard's inventory, except for the mysterious package or golden icon, which Boise
has taken. Everything else is left behind in your frantic pursuit.
The moon is bright in the cold desert sky, bright enough for you to see Boise's horse a
little way ahead. His massive stallion is strong, but slower than Bayard. Just as you think
that you may be able to catch up to him, Boise leaps impossibly upwards from the
saddle, and a terrifying transformation overcomes him. Great black wings unfurl from his
back, like a ragged buzzard, and he soars up into the sky.
Your only chance to catch him is to shoot him down. If you are carrying a bow, or
another ranged weapon, or can cast an indirect attack spell with a range of at least 20m,
you can attack him. (Boise has an MD of 12 and an EVASION of 5) If you can inflict at
least 5 HP of damage within three attacks, turn to 229, otherwise turn to 53.
96
180.
You stay with Donna Viltry until dusk when the spirit of Monaciello appears. She clutches
your arm and points to a glowing figure that appears in the lengthening shadows beyond
the wagon. It is a boy wearing the hooded habit of a novitiate monk, though you can see
right through him!
"Release this woman from your curse!" you command, but the boy gives you an insolent
smirk and shakes his hooded head at you, then raises a finger and waves it back and
forth.
If you are a Priest (or have the Priest skill) and wish to try and exorcise the spirit, turn to
135. Alternatively, you could try and banish the curse with prayer, turn to 230. If you are
not a Priest but can cast Command or Enthrall, turn to 147. If you have none of these
abilities, you can try to fight the boy (turn to 192), or persuade him to leave (turn to
247).
181.
Make a check of your PERCEPTION, against a STEALTH of 13 (roll 1d20 and add your
Perception, you pass if it is greater than 13). If you pass, turn to 257, otherwise, turn to
270.
97
182.
You recover your senses to find that you are flying through the air. Massive claws are
dug into your shoulders, and the red earth is far below you. You look up. The creature
holding you is Sir Boise and at the same time a monster, with a lion's face and claws, the
body of a man, and the vast spreading wings of an eagle — a Pazuzu.
You barely have time to cry out before Boise — the Winged King — lets you drop, down
down through the blazing air, to a sickening end on the desert floor below.
If you can cast Levitation, Flight, or some similar spell, you can use it now, turn to
110, otherwise, read on.
The King lands almost delicately beside your broken corpse and extracts Coros Vallin's
package.
"You were fun to toy with," he tells your remains, "but no serious challenge to me."
183.
98
184.
You shove your way to the front of the crowd and push between the two fighting men,
holding them apart. You demand that they cease their fighting at once.
"Faraj, Anwar. I saw both of you fighting the raiders. Neither had a chance to murder
anyone, let alone spirit away two people without leaving a trace behind, you know this."
"Now that you mention it," says Anwar, "I did see Faraj fighting by Farah's wagon."
Faraj scratches his head. "And you, Anwar, were wounded in the fight. The Ferromaine
woman had you wrapped up in bandages and wouldn't let you off the cart until the sun
set."
You have a chilling feeling that someone has manipulated the minds of these men.
When you ask them how the fight started they seem unsure. They were a little way from
the caravan and then were at each other's throats.
"Funny thing," Anwar says, "I thought I heard a tune, like a harp playing ..."
The crowd, seeing that there is to be no fight, disperses, and you return to your food,
and then bed down for the night. Turn to 169 (without marking a box).
185.
The sun rises on another day of punishing heat. Every exposed inch of your flesh is wind-
burnt and raw. You go to mount up, but Bayard hangs his head and baulks. It's clear that
he feels the heat even worse than you. In the desolation of the Alqafr, there is little to
eat and nothing to drink, and a horse's needs are far greater than yours. You've got this
far on sheer stubbornness, but now the poor beast is done.
If you have at least one filled waterskin, or a magical way to create water (such as
elemental magic) you can share your water with Bayard (turn to 115). If you don't, or
choose not to, you can push on regardless (turn to 223).
186.
It seems everyone wants to speak to you in the chaos of Iskander's discovery. Who
would you like to speak to? Sir Boise (turn to 217), Donna Viltry (turn to 143), Martense
(turn to 6), or Mehmet (turn to 91)?
99
187.
The battle is over, and the remainder of the raiders driven off, but the celebrations prove
to be shortlived.
As the caravaneers cautiously emerge from their hiding places, Iskander and Viltry call
for water and cloth so that they can treat the wounded, setting up an impromptu
hospital in the back of one of the wagons. Incredibly, none of the caravan crew are dead,
though some of the camels have been slain, which you suspect might be worse for the
caravan. Soon most of the caravan has gathered around their leader.
"God be praised!" Mistress Farah says, "Thanks to your aid, we have been delivered."
Mehmet makes the sign of the Prophet: "It is a miracle that none were killed."
It is at this very moment that one of the caravaneers runs up, aghast, and calls out to
Farah, "Mistress! Rida and Kashif are missing!"
"Missing? Were they slain?"
"No, Mistress, they were hiding beside me, but now they are gone. It is like Usquail."
Joy turns at once to consternation as a quick investigation proves that the man was
correct. Two more of the caravaneers have vanished in the aftermath of the battle,
plucked from the face of the earth as if they had never existed — Rida, who had only
just joined the caravan at Crescentium, and Kashif, one of the pack-handlers.
"What deviltry is this?" Martense exclaims. "How can two more of us be snatched away
even as our battle is won? This expedition is cursed."
Sir Boise grunts, Donna Viltry concentrates on the wounded, Iskander makes to catch
your eye.
Farah raises her hands for attention. "This sorrow will not lead us to our destination any
faster, and we know that there is no point in searching for our comrades. We must move
on." She raises her voice and yells, "Yalla, yalla! Onwards. Mount up."
The caravan regroups and heads out uneasily (turn to 296).
100
188.
When Prince Estabulo of Algandy chose Crescentium as the capital of his first crusade,
he concentrated first on fortifying the old city walls, and on repairing the castle he had
been forced to sack, but later, mellow with victory, he commissioned the establishment
of a grand library — thereafter called Estabulo's Library — to hold records of his
campaigns.
Over the following century, Estabulo's Library has become the haunt of sorcerers and
warlocks, more interested in magical treasures looted during the constant wars of
occupation, than the records of Estabulo's victories. Though the long vaulted chambers
are bathed in light filtering through the fretted windows, hooded figures lurk in the
shadows.
If you wish to search the shelves for a map of your route turn to 216, if you'd rather
speak to a lurking wizard turn to 207. If you have the keyword Alabaster and want to
look for information on the icon turn to 123.
When you are done, you return to the heart of the city (marking a box) (turn to 45).
189.
If you have lost any Health, you may regain one HP now.
101
190.
You leap forward to strike the first blow and combat is joined, quick and desperate. You
weren't sleeping in your armour, so you must fight without it.
191.
You flee across the rocks from the scorpion, expecting to receive a stinger between your
shoulder blades at any moment, but the creature, apparently surprised, makes no
attempt to follow you, and you scramble your way back to the dubious safety of the
cave. Would you rather mount up and head north (turn to 291), or light a fire (turn to
287).
192.
You draw your weapon and advance on Monaciello, determined to cut down this foul
spirit, but instead of meeting you in combat the boy throws up his hands and runs away!
You slash at him, but he keeps dodging you, making rude noises and insulting gestures
as he does so.
"Madra de Dio! Bastardo! You pezzo di merda! Why are you treating me like this? All I do
is play joke on ungreatful woman who throw away the gift I gave!"
"A joke!" Donna Viltry cries, "My brother is misssing, my ship is sunk, people have
vanished!"
Monaciello ducks your attack. "I did not do these things! You have bad luck, what can I
say, except that you are very rude! You already have real curse, and now I will make it
worse!"
Monaciello makes a fist at you and then vanishes for good, but not before leaving you
with a curse of bad luck (this does not use an inventory slot). The next time you make a
dice roll, roll twice and take the worst result. Turn to 66.
102
193.
You waste no time in quickly turning out Iskander's belongings. You find two stoppered
bottles that you take for potions, till a sniff confirms that they are instead strong mead.
Beyond these, a few trifles, and a change of clothes, the cleric seems to own very little
— save for a tiny miniature harp, all of ivory and silver, that seems quite out of place.
There is no time to learn more, fighting figures are spilling between the caravans. You
must either hide (turn to 101), or join the fight (turn to 2).
194.
You guide Bayard south, toiling like an ant across the rocky uplands until you eventually
come to an area of broken ground, where boulders rest in precarious heaps as if
scattered from a giant's hand. There are shadows here, and a restless wind, which kicks
up dust from between the rocks.
The sun has not yet set, but you can go no further. You dismount in the shadows and
unsaddle Bayard so that he can recover. If you wish to share some water with him,
empty a filled waterskin.
You sit down with your back against one of the rocks, hoping to get some rest, perhaps
to move on when it gets cooler, when a furtive seeming movement catches your eye in
the nearby shadows. As you watch with growing alarm, an ash-grey skeleton digs itself
out of the loose soil, hauling itself out into the light.
You jump to your feet and grab your weapons, just in time to see a second undead
stumble out into the light. You must fight these creatures (both at once), or leap on
Bayard's back and ride off before they reach you (turn to 288).
Ancient Skeletons (1st) — Att 11 Def 5 MD 3 Eva 3 Ref 6 Ste 13 Per 7 AF 0 (2 vs.
stabbing) HP 6/5 Rusty Swords (d6,4)
If you wish to flee turn to 126. If you lose turn to 221, otherwise turn to 254.
103
195.
You ride on, under the beating heat of the sun. There is not a morsel of cover to be
found. The road shimmers, and everything beyond it is reduced to a flickering dance of
light and shadow.
After a little time, you think that you see figures on the road ahead, although you can
make out nothing more than smears of black. You can ride to meet them (turn to 153),
or turn Bayard off the road and head into the hills before you reach them (turn to 248).
196.
The King takes advantage of your distraction to breathe fire on you! The blazing attack
inflicts 1d6+4 HP of damage (reduced by your AF). If this slays you, turn to 218 now.
Otherwise, if you have the keywords Rutile or Sandstone, turn to 122 now.
You wrest the golden icon from your clothing and brandish it at the King. At once, yellow
light spills from the statue, and the Pazuzu shies away. You must still fight him, but he
is weakened.
The Winged King (6th) — Att 16 Def 9 MD 11 Eva 5 Ref 14 Ste 16 Per 11 AF 3
(Boise's armour) HP 20 Claws (d8+1,5) twice
If you defeat the King, turn to 134. If you lose , turn to 218.
197.
By the time your fight is over, you have captured a wounded but living raider. The battle
is still raging at the other side of the camp, but you want answers, and this man might
be able to provide them. You haul off the hood with which the man has hidden his face,
revealing the countenance of a wild-eyed Badawin tribesman. He has marked his cheeks
with crude tattoos in the form of a lion's whiskers. He struggles like a wildcat, even
though you have defeated him.
"Who are you? What do you want with me?" Your questions are forceful.
"I'll tell you nothing!"
If you can cast Command, Enslave, Enthrall, Turncoat, or a similar spell, you may use it
to enhance your questioning. Otherwise, roll 1d10 and add your Rank. If you use a spell,
or roll 6+, the man talks (turn to 69), otherwise, turn to 256.
104
198.
You chase the shadows of Balthazar all through the morning and into the sultry draining
heat of the day, but eventually, it is plain that it is just a shadow you are chasing — you
have lost the trail, and your mission. You have also lost your way. Your camp, with most
of your supplies, is somewhere in the coastal fog, where you will never find it.
With a heavy heart, you turn Bayard and begin to retrace your steps towards
Crescentium. When you arrive, five days later, you find the city in pandemonium. Word
has reached them that Prince Adymas has been defeated.
Wild tales say that demons in the shape of winged lions assaulted Sadar from the east,
wilder tales claim that the Prince himself is dead. His army is in rout, dying by their
thousands in the desert.
You make your way to the Palatine Mount, but Coros Vallin will not see you. He knows
the cost of his failure, as well as you.
Your quest has ended in failure. Gain 1xp, in addition to any gained from defeating
opponents in combat. You can keep any equipment you still have for a future
adventure if you wish.
THE END
199.
"I have toyed with you enough!" The King roars, "time to end this charade! Give me the
icon!"
If you have the golden icon and wish to try and use it you can pull it out (turn to 116),
though you will open yourself to attack. Alternatively, you can face the King in combat.
The Winged King (6th) — Att 18 Def 11 MD 12 Eva 5 Ref 14 Ste 16 Per 11 AF 3
(Boise's armour) HP 21 Claws (d8+1,5) twice
The Winged King attacks twice each round. On the first round of combat, the King
breathes fire on you. Match the fire's SPEED of 12 against your EVASION. If the flame
hits, it inflicts 1d6+4 points of damage (reduced by your AF).
If you are still alive by the third round, and have the mysterious package turn to 264,
otherwise if you defeat the King (turn to 62). If you lose (turn to 275).
105
200.
You clamber into the boat, picking your way across the fragile planks, and flip open the
lid of the buried chest. Inside, you find a small leather bag containing a spill of tarnished
Marazid coins (equivalent to 50 florins), and a silver-hilted dagger wrapped in a
scrap of salt-stained silk.
A whinny from Bayard makes you turn back to Balthazar, he has drawn his horse right
beside yours and has a hand on one of your saddle bags.
"Your horse was straying," he says.
You mount up and ride on (turn to 86).
201.
As the first day in the Valley of Cabbron ends, the caravan sets camp by the side of the
winding trail. Nothing marks this spot but the body of a horse rendered as dry as leather
by the desert wind. Exhausted, you gratefully accept the offer of camel milk, bread, and
cheese around the campfire.
If you have lost any Health, you may regain one HP now.
Your meal is disturbed by the sound of raised voices. Two caravaneers are fighting.
Knives have been drawn. You jump to your feet and push into the ring of onlookers that
has gathered around them, just in time to hear one shout, "You! You son of a dog. You
killed Kashif!"
Kashif ... one of the two who vanished after the battle.
"Ya gazma!" the other man swears. "You are the killer. You coveted Rida for yourself,
that is why you killed Kashif!" He slashes at the first man with his jambiya, cutting a rent
in his robe that only just misses drawing blood.
Do you wish to intervene (turn to 184), or are you content to stand by (turn to 5)?
106
202.
The second day is even hotter than the first. The sun is an implacable burning orb that
chases the shadows away from the dry shattered rocks of the Alqafr.
If you don't have a filled waterskin (or magical means of creating water), lose one HP
(this doesn't empty the waterskin). If you are not wearing a thobe (or other desert
clothing), lose another. If this reduces you to 0HP turn to 277.
You wipe the perspiration from your brow, and scan the wasteland, hoping to see some
sign of shelter. There may be something to the south, but you can't be sure. Looking the
other way, a flash of light catches your eye, some way north, like the sun reflecting from
golden towers. You squint against the glare — surely there is some sort of building
there, just visible against the shimmering horizon.
If you have a map of the principalities and wish to consult it, turn to 151. Otherwise,
you can choose to ride north to investigate (turn to 259), or head south (turn to 194).
203.
The ruined tower consists of a main chamber, which you suspect was once the middle
level of a larger structure, and a loose ring of surrounding walls, which are themselves
undone by time, now little more than a scatter of fallen stones and meagre shadows.
The whole thing is clearly of great age, no one builds now with such massive blocks of
sandstone as you see around you in the gloom.
Exploring the central chamber, you notice an area of the floor that seems recently
disturbed. Taking advantage of the cool shadows, you clear the sand away, exposing a
smooth slab of stone. In the centre of the stone is an indentation, shaped a little like the
outline of some sort of insect.
If you have a jewelled scarab and wish to try fitting it into the hole, turn to 214. If
you'd rather explore the outside, turn to 130. By the time you are done, night falls (turn
to 83).
107
204.
You descend into a windowless chamber, lit only by a single ray of light slanting through
the open trapdoor. The sand and dust of ages are heaped in the corners of the room,
which has surely lain unopened for centuries or even more.
In the centre of the chamber are two stone plinths, about three feet high and one wide.
The left-hand plinth bears a white stone pyramid with a cord attached, such as might
allow you to wear it around your neck. On the front of the plinth, you can make out a
carving of a sword.
On top of the right-hand plinth is a bright red amulet in the shape of a stylized spinal
column. The front of this plinth bears the image of a shield.
If you pick up either of the items turn to 320, or you can head back up the stairs (turn to
266).
205.
You do not waste a moment more. You drive Bayard into a headlong gallop, grasping the
reins tight, and race the attackers south. For a while you are riding parallel — they see
you, but stick to their course — but then you draw ahead, tearing headlong down into
the valley and towards the road.
Poor Bayard can barely stand by the time you reach the caravan, but your warning is
just enough to allow the guards to mobilise and the camels to be ringed, before the
attack comes (turn to 213).
108
206.
You head into the crash and dust of the melee on foot, not to fight, but to get behind the
attackers. Soon you spy a mounted man giving orders, clearly the leader of the raiders.
He delivers his instructions with sharp jabs of a black-penanted lance, his eyes shining
fiercely under the black keffiyeh tied around his brow.
Suddenly a raider runs out of the dust straight at you, scimitar raised. You must fight
him.
If you lose (turn to 156), otherwise, no sooner has the man been defeated, than their
leader charges you with his lance lowered. Evade a SPEED of 11 , or suffer 4 damage. If
you survive, you pull the lance aside, pitching the leader from his horse. You go in for
the kill, but he rolls nimbly to his feet, drawing a hooked shortsword and a small buckler
from his belt. You must now fight him on foot.
"You dare to oppose me?" the man cries, apparently delighted. "The Winged King of the
Desert will feast on your bones."
There is no chance to flee from this fanatic. If you defeat him, turn to 144, otherwise,
turn to 156.
207.
You approach a suitably suspicious sorcerer, ensconced in a narrow bay of the library.
Scrolls and palimpsests litter a small table in front of them, while they make mystical
passes over the books with a gnarled ivory wand.
"Beware!" The sorcerer exclaims before you can speak. "For I am a potent master of the
mystical arts, and will not suffer anyone to interfere in my research!"
You assure the hooded figure that you have no desire to interfere with anything, but
only to seek aid for a journey you are soon to make — you do not mention the
destination, just as neither of you supplies a name.
The sorcerer lays down the wand and produces a stoppered vial from a fold of their robe.
"If you are yourself gifted in the magical arts, this potion might aid you, if you are willing
to pay the price. But if you have no such knowledge, I have nothing for you!"
109
The sorcerer asks you to pay 30 florins for this replenishment potion. (You can drink
this at any time to regain 2d4 Magic Points, or subtract 1 from your next Psychic Fatigue
Check.)
Once your business is done, you leave the sorcerer to their studies (turn to 188).
208.
Iskander draws you aside, speaking softly, as if afraid that others might overhear him.
He looks even paler than normal, though he has picked up an angry smear of sunburn
across his cheeks.
"My friend, I confess I am much worried. I have thought long about the fate of the
unfortunate Usquail, and I fear that someone in the caravan has deliberately done away
with him.
"Any one of us could be responsible, of course, but I know it is neither of us. We were
still drinking when the man vanished. By the same token, Martense must also be
innocent. I think we should work together to try and uncover the one responsible before
something worse can happen. You should keep an eye on the others, watch out for
anything untoward."
He pulls away. "We'll speak later!" Turn to 280
209.
You stay in cover until the scorpion vanishes into the darkness. There seems to be little
else to find here. Would you rather mount and head north (turn to 291), or light a fire
(turn to 287).
210.
Wait! Wasn't this the same mark you saw on the body of the squire abandoned in the
ruin? It was. You don't know what to make of this, but it is surely significant. You can
steal the white tabard, if you want, before packing the rest away (turn to 162).
110
211.
212.
As you are fighting, a golden fire begins to blaze around you, issuing from the
mysterious package. You rip it from your clothing, and the package falls open to
reveal a shining golden icon. At the sight of it, the King recoils.
Gain the keyword Alabaster, and remove the mysterious package from your
equipment list, replacing it with the golden icon
You must continue the fight, but the King's blows do 2 less damage, and your attacks
have a +2 bonus.
If you defeat the King (turn to 42). If you lose (turn to 105).
111
213.
Out of a streaming column of dust, a horde of mounted men descend on the caravan,
whooping and waving their scimitars as they come. They have the look of Badawin
raiders, but it's clear they have no interest in the caravan's cargo, they concentrate
instead on the people, searching for something or someone — you.
The caravan responds in kind. Sir Boise, Martense, and Farah's outriders meet the
charge, filling the circled wagons with the din of combat.
A brave adventurer will join the defence (turn to 2), but it might be more prudent to hide
(turn to 101). A rogue might take an opportunity to rifle the belongings of your
companions (turn to 95). If you have sharp eyes you might prefer to look out for flankers
(turn to 32), or outflank them yourself (turn to 206).
214.
You place the jewelled scarab into the indentation; it fits perfectly. The scarab quivers
under your fingers as if the metal and stone have come to life. A buzzing sound rises
and then falls away. As it fades, the stone slab suddenly comes free, swinging up to
reveal a flight of steps leading down into a chamber. When you examine the slab, you
realise that the scarab has vanished (remove it from your items).
You can climb down the stairs (turn to 204), or quickly close the panel (turn to 203).
112
215.
You have no choice but to wait for someone to come out and release you, but you cry
out through the door, rattling the wooden bars to gain attention. Eventually, someone
comes to investigate the commotion and discovers Owais' dead body. At that point, it
becomes obvious that you are not the killer, and you are released, but it is already too
late. Boise is long gone, and there's no way to recover what you lost.
You travel the rest of the way to Sadar, only to find it in chaos, with routing troops
streaming west towards Crescentium. You manage to stop a fleeing sergeant and
demand to know what happened.
"Haven't you heard? Prince Adymas is dead! A devil in the shape of a winged lion flew in
through the window of his tower and ripped out his heart. Sadar is lost, and if you know
what's good for you, you'll run with the rest of us before the Caliph's armies arrive."
With that, the man is gone.
Your quest has ended in failure. Gain 2 experience points, in addition to any gained
from defeating opponents in combat. You can keep any equipment you still have for a
future adventure if you wish.
THE END
216.
You search the section of the library devoted to geography until you find a scroll bearing
a fine map of the principalities. It shows the broad crescent of land sandwiched
between the South Emphidian Range to the north and the Sea of Lament to the south.
Crescentium lies at the western extremity of the Principalities, holy Ibrahim to the east.
Sadar, your destination, lies a few days to the west of the holy city, where a river cuts
down to the sea.
You memorise the map as well as you can, but it would be better if you could take it with
you. (If you decide to steal the scroll, add it to your inventory. You can consult the map
at any time by turning to the back of the adventure). When you have studied it enough
you return to the library (turn to 188).
113
217.
You allow Boise to draw you aside to his tent, where he heads straight to a small chest
as if to get something from within.
"What is so important?" you demand.
"This!"
Boise whirls and flings a dagger at your heart! Make an EVASION check against a SPEED
of 6 or lose 2HP as the dagger grazes you.
As you reel from the sudden attack, a terrible transformation overcomes the knight. His
human face vanishes like a mirage in the sands, replaced by the snarling visage of a
lion. Tattered wings unfurl from his back like sails, and his claws transform into those of
a lion. Boise is revealed as a Pazuzu of terrible power, the Winged King, and you must
fight him alone in the confines of the tent. (See illustration on page 17.)
"I have toyed with you enough!" The King roars, "time to end this charade! Give me the
icon!"
If you have the golden icon and wish to try and use it, you can pull it out (turn to 196),
though you will open yourself to attack. Alternatively, you can face the King in combat.
The Winged King (6th) — Att 18 Def 11 MD 12 Eva 5 Ref 14 Ste 16 Per 11 AF 3
(Boise's armour) HP 21 Claws (d8+1,5) twice
The Winged King attacks twice each round. On the first round of combat, the King
breathes fire on you. Match the fire's SPEED of 12 against your EVASION. If the flame
hits, it inflicts 1d6+4 points of damage (reduced by your AF). It also sets the interior
of the tent alight. On each subsequent round, you take 1HP damage from the flames
automatically.
If you are still alive by the third round, and have the mysterious package turn to 27,
otherwise if you defeat the King (turn to 134). If you lose (turn to 218).
114
218.
You strive with all your might, but you cannot stand against the Winged King of the
desert, whose minions have hunted you across Outremer. The King rends you open with
his claws and takes Coros Vallin's package from your robes. He rips it open with a hook
of his claws, revealing the golden icon within — a perfect miniature image of the King
himself.
"At last, the icon is mine! Now I will be free of the Caliph, free of the Prince, free of
anyone who seeks to control me, and let the Illuminate witness my oath, all of them
shall perish for what they have done to me."
The King throws your body into the flames, and then, once more in Boise's form,
staggers out of the tent to tell anyone who will listen that the killer, you, is dead.
219.
You slip down from Bayard and follow Iskander on foot through the russet rocks and
gnarled cedar trees of the valley. Although he has a furtive air about him, he does not
appear to look behind, and you have no trouble keeping hidden.
Once he is out of sight of the caravan, Iskander stops in the shadow of a tree and kneels
on the ground. It is an odd place to pray, and it becomes even odder when you see him
place a series of objects on the ground and make obeisance to them. It is no True Faith
ritual, nor a Ta'ashim one.
You can confront Iskander (turn to 61), or return to the caravan (marking a box) (turn to
169).
115
220.
As you ride into the oasis, you see that a large caravan is camped along the western
shore of the lake, with a smaller Badawin camp on the northern side, and a scatter of
small buildings in between. There are covered wagons and bleating strings of camels
grazing by the water.
You ride down to the lake's edge and plunge your hands and face into the water,
relishing the delicious cold. Bayard puts his nose in the water right beside you and
drinks eagerly, then tosses his head, drenching you with spray.
"Ah! A stranger!"
221.
After all your travails it is these dusty undead, remnants of some ancient act of violence,
who end your adventures. Their rusty blades stab relentlessly into your corpse, long
after you too are dead.
116
222.
You waste no time in quickly turning out Mehmet's belongings. There is a copy of the
Ta'ashim, a prayer mat, food, water, coin — and a carefully folded letter. You cannot
decipher the letter, it appears to be a cypher, but you recognise the script as being that
used in Zhenir. Is Mehmet an agent of the Caliph after all?
There is no time to learn more, fighting figures are spilling between the caravans. You
must either hide (turn to 101), or join the fight (turn to 2).
223.
You have no water to spare for your horse. Instead, you mount him and force him
onwards into the teeth of the ceaseless wind. Your cruelty achieves nothing. You have
not gone far before Bayard collapses, tumbling you into the dirt. You tug on his reins,
but the poor beast has succumbed to the desert.
You have no choice but to continue on foot, and that too is a pointless effort. Without
Bayard to carry your camping gear, and to keep you clear of the dust and the venomous
creatures it contains, you cannot make it out of the Alquafr alone. Soon, the sand hides
both your corpses as if you had never existed.
224.
You are the first to draw blood, marking you as the winner. Martense lets his mace fall in
the dirt.
"I am defeated, God is on your side, but I swear, I have no more to tell you than I did
before. I am not the killer."
There is nothing more to say, turn to 169 (marking a box).
117
225.
You join Sir Boise and head back along the road to the west, eyes wary for any further
sign of raiders — bandits or otherwise. You've hardly gone twenty yards, however,
before you hear the clatter of hooves, and Iskander canters up to your side on the back
of Martense's horse.
"I thought I'd come and help," he pants, no natural rider. Then, as he draws up beside
you, whispers, "It's foolish to be alone with anyone now."
In a louder voice, Iskander says, "I may not be a warrior, Sir Boise, but in my younger
days, in the fjords, I was accounted very keen of eye."
Iskander continues to prattle on in this fashion for the rest of your scouting trip. It is poor
military discipline, but you see no sign of the bandits in any case, returning to the
caravan as dusk begins to fall (turn to 273).
226.
Iskander
227.
The straggler has no mercy for you. His blade steals your life, and his hands steal the
precious package you were supposed to carry to the Prince.
A search is quickly organised by the caravaneers to look for the missing Usquail, in the
hope that he has just wandered away from the camp and become lost. As demanded by
your oath, each of the travellers joins the search. Boise and Martense ride out on their
horses, Iskander and Mehmet join the foot search, while Viltry lends her organisational
skills to Farah — but it is obvious to you that the search is in vain.
If you can cast the spell Pursuit, and wish to do so, turn to 68. Otherwise, after an hour
of fruitless search, the caravan is forced to resume its journey east (turn to 55).
229.
Your attacks strike home, causing the creature that was Boise to falter and return to the
ground. You gallop forwards, launching your own attack, but Bayard quails at the sight of
what Boise has become — no longer a knight, but a beast with the visage and claws of a
lion — a Pazuzu of terrible power, the Winged King. (See illustration on page 17.)
"Fool!" roars the King, "you will not stop me!"
The King gives a powerful flap of his wings and knocks you from your saddle, though you
roll quickly to your feet.
"Enough talk," you say. It is time to fight .
The Winged King (6th) — Att 18 Def 11 MD 12 Eva 5 Ref 14 Ste 16 Per 11 AF 3
(Boise's armour) HP 16 Claws (d8+1,5) twice
The Winged King attacks twice each round. On the first round of combat, the King
breathes fire on you. Match the fire's SPEED of 12 against your EVASION. If the flame
hits, it inflicts 1d6+4 points of damage (reduced by your AF).
If you defeat the King (turn to 21). If you lose (turn to 106).
119
230.
You clasp your hands and fall to your knees, lifting your eyes to the sky. You know no
ritual to banish a spirit, but call upon the power of God to drive Monaciello away.
"Begone, foul spirit! The power of God commands you!"
Roll 1d20 and add your Rank. Add a further +1 if you carry a holy symbol, or +2 if
you have a relic.
If you roll 14 or more your prayers are successfull (turn to 82), otherwise, turn to 252.
231.
A broad arc of sun-baked uplands, foothills of the South Emphidian Range, parallels the
shore of the Sea of Lament all the way to distant Sadar, where Prince Adymas is fighting
his desperate rearguard. The main trade road runs to the south of you — you catch
glimpses of it from time to time, but for the most part, you keep to narrow valleys and
dry watercourses where you would be out of sight to any but the most elevated of
watchers.
You pass the day at an easy trot, stopping only briefly to take your lunch in the welcome
shadow of a jutting rock. Eventually, the sun sets, and the heat of the day is replaced
with the unexpected chill of the desert night.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing). If you eat and drink, regain one HP.
If these losses reduce you to zero HP turn to 277.
Halfway through your rest you are disturbed by a tickling sensation (turn to 161).
232.
If you have the keyword Iron, turn to 208 now. Otherwise, turn to 81.
120
233.
You venture out into the gloom of late evening, guided only by the light of the moon
which has risen over the Sea of Lament. Amongst the rocks, you find strange marks,
daubed on the stone by ancient and unknown people. They show winged inhuman
figures — part human, part lion — gathering around an icon or talisman in a similar
shape, from which rays of light or energy emerge to form a halo — it clearly resembles
the golden icon that Coros Vallin gave to you in Crescentium.
If you wish to uncover the icon now (turn to 239), otherwise (turn to 295).
234.
You flee before the straggler can cut you down, galloping east away from the man's
companions. He's unwilling to pursue you, instead, he draws a shortbow from a boot on
the side of his horse and plants an arrow in you. You take 4HP damage . If this reduces
you to zero Health turn to 227, otherwise, you make your escape (turn to 52).
235.
121
236.
The blades of your assailants are too much for you. They cut you down and rifle your
fallen body until they lay hands on the package you were given by Coros Vallin. The last
thing you hear is one of them say, "Be praised! We have what the Winged King desires!
Now we shall be the exalted ones!"
237.
You put your heels to Bayard's flanks and drive him to a wild gallop towards Sadar. The
wasteland of the open desert gives way to scattered scrub, then trees, and finally the
olive groves and orangeries of Sadar itself. The sun chases you all the way, battering
you with heat. If you don't have a filled waterskin (or magical means of creating water),
lose one HP (this doesn't empty the waterskin).
You ride on into the dusk, eventually reaching the river valley and the walls of Sadar,
which sits on the eastern shore. Sadar is a small walled city, with high copper rooftops
glittering above whitewashed walls. A broad stone bridge arches from it, crossing the
river towards Ibrahim. Normally the city is surrounded by dusty fields and orange
groves, instead, you ride past the tented ranks of Prince Adymas' army. On the other
side of the river, you can just make out the Caliph's matching bivouac.
The city gates are still open, despite the hour, as soldiers hurry back and forth, though
they are well guarded. As you slow Bayard to a walk, patting his sweat-beaded flank, a
trio of halberdiers hurry up to block your way.
"What's your business in Sadar, stranger?"
If you are carrying your letter of identity, you can show it and head into the city (turn
to 294). Otherwise, you must convince them of your need to be here (turn to 177), try to
charge the gate (turn to 136), or simply hope to wait them out (turn to 299).
238.
You make your way over to the Badawin camp and ask after the seer. A grim-faced
tribesman gestures to one of the tents set a little way apart from the others.
You push aside the tent flap and duck inside into the gloom. A woman is seated on a
large cushion, her face hidden behind a veil of brightly coloured beads, hiding her
122
features entirely. You stop and look again. Surely this is the same woman who you paid
to tell your fortune in Crescentium? But no, that's impossible!
"Take a seat," the seer says. "You are not the first foreigner to come and visit me here,
and I sense that you want the same answers to the same questions."
"If those answers are true."
You have the impression that the woman smiles behind her veil, but you cannot be sure.
"I always speak the truth."
"Tell me then."
The seer places a cup between you and pours liquid into it from a stoppered flask. "They
say there is a creature that wanders the desert and preys on those that travel it, a devil
that they call Pazuzu. This demon has the shape of a man with the head and paws of a
lion, and the wings of an eagle."
A chill passes through you at this description.
"It is also said that the Pazuzu can disguise itself as a man, waiting to catch its victims
alone before it plucks them up into the sky, never to be seen again. But even in this
form there are certain signs that give it away. No matter what shape it takes, you may
know it by its cruelty, its arrogance, and the fact that it will not touch any true relic, for
these it cannot abide."
The veiled woman leans forward and adds: "They also say that this creature is a King to
a legion of fanatical followers, and that he who can command the King could command
them all ... though who can say how this could be done."
You realise that Iskander must mean to try and force whoever he suspects to hold a
relic. You also realize that he must be putting himself in terrible danger ... turn to 139.
239.
You remove the golden icon from its box and hold it up. At once, a clear golden light
spills out from the icon. As the light falls on the ancient rock paintings, they appear to
come to life. The winged figures, which had been gathered around the painted icon in
positions of hostility, come to the ground and bend down in obedience. When the last of
them, who appears to wear some sort of crown, has bent the knee, the light from the
icon fades, and the painting becomes still once more.
Turn to 295
123
240.
Soon, the sun rises fully, and the coastal plains begin to bake under its light. The heat
draws up a fog from the Sea of Lament, that hangs over the lowlands like a cobweb. The
humidity is unpleasant, but the mist provides a little bit of relief from the sun, so you see
the wisdom of Balthazar's choice.
You attempt some conversation with your new companion, but the knight seems to have
lapsed into some sort of uneasy funk, and your words are answered only by grunts and
nods.
Around noon you spy a dark shape through the mist to the south. You can divert to
investigate (turn to 251), or continue as Balthazar advises and ride east (turn to 86).
241.
The caravan settles down to a troubled and uneasy night under the cold and uncaring
stars, disturbed by dreams. You also dream, but your dream is not a nightmare.
In your dream, you are lying on a soft divan in a pleasant court. Water trickles from a
blue-tiled fountain and the sound of birdsong tickles your ears. You open your eyes to
see a figure seated on a throne, but the dappled light reflecting from the pool obscures
its features; you have an impression of gold and ivory.
"You walk a perilous road, all unknowing," the figure says, and its voice is like the music
of the lyres they play in Crescentium. "But know this, the Winged King fears that which
you carry, for it can be used to command his service, if you have the secret of using it. It
is for this reason that he has his minions hunt you, while seeking to steal it for himself
by hiding amongst you."
"This, I am permitted to tell you. If you are forced to confront him, anoint the idol with
your own blood, and make of him one demand."
You wake refreshed as if you had truly rested in the pleasant court.
If you have lost any Health, you may regain one HP now.
As the caravan gathers itself for another day of travel you remember the dream figure's
words 'hiding amongst you'. Is one of your companions a monster? You decide to find
out (turn to 169).
124
242.
You make your way through the narrow streets to the bazaar, a warren of covered
passages and shops where everything can be traded. Knights and nobles push past you,
while tradesmen call out for you to attend their stalls.
If it is currently afternoon, and you do not have the keyword Chalk, turn to 271 now,
otherwise read on.
There are countless items for sale in the bazaar — spices and animals, silks and satins,
relics unearthed from the sands of antique Kaikuhuru — but fewer that might be of use
to you on your desert crossing; here are some of them. (Each item below requires one
inventory slot to carry.)
In one part of the bazaar, you spy the booth of a fortune teller. If it is currently evening
the booth is open and you may seek a reading (turn to 12) within.
In another part, a trader sporting vast and impressive sideburns presides over a strange
stall packed with curios (turn to 159).
When you are done, you return to the city (marking a box) (turn to 45).
243.
Farah thanks you for the florins, and marks your name in a book that she carries at her
hip.
"You must be sure to join us at sunrise," she tells you. "Florins or no florins, the caravan
can't afford to wait for stragglers. You'll need your own horse, unless you want to walk,
or hide in a caravan with the cargo, but your fee covers access to food and water,
provided you are happy to dine with the rest of us."
You can exchange words with the other travellers (turn to 96), or head back into the city
(marking a box) (turn to 45).
125
244.
Remove the figured bronze shield from your inventory, then if you have the
keyword Natron, turn to 160. If you have the keyword Jasper, turn to 310 instead.
245.
Your attempts to enter the flying city are interrupted by the appearance of a whirling
cloud of dust, that rushes towards you across the sands. You just have time to snatch
your weapons before it is upon you, lashing you with flying dust.
The winds die down, and you behold a floating figure, a fat scowling man dressed in
purple silks and a white turban crowned with a peacock feather.
"Woe betide mortal man who comes to the flying city un-invited," says the djinn, peering
down at you. "And you look most mortal, and most un-invited."
There is no fighting a creature such as this, your only hope is to flee and hope it ignores
you (turn to 77), or attempt to persuade it to let you in or let you go (turn to 100).
126
246.
You fall on the straggler, but he sees you coming with enough time to drag out his sword
and meet you. You must fight him on horseback, you have -1AF, but deal +1 damage.
If you flee turn to 234. If you win turn to 253. If you lose turn to 227.
247.
You try and talk the creature into lifting its curse, turning on your finest charm, greatest
eloquence, and most cunning trickery.
"Come, come, Monaciello! Have you not tormented this woman enough? If you have an
ounce of true faith under that monk's robe, you will relent and lift your curse!
"No? Well, then I regret to inform you that you've made a terrible mistake, coming here.
For this is not a land where the rules of your faerie kingdom holds sway, but a more
ancient one indeed! I have made a study of that ancient law, and know the certain
words of old Kaikuhuru that will not simply drive you away, but cast your essence utterly
to the desert winds for evermore."
You raise your hands, as if about to intone a terrible curse!
Roll your LOOKS or less on 1d20. If you are a Knave, you may add your Rank to your
LOOKS for this check.
If you succeed (turn to 70), otherwise Monaciello is insulted by your clumsy attempts to
trick him with clever talk.
"You cannot trick a trickster!" the boy says. "Stupido!" turn to 252.
248.
You may simply be on edge, but you remember that Coros Vallin warned you that
enemies might be looking for you. This will not be an easy road. It seems safer to seek
the cover offered by the hills to the north. Suiting action to thought, you guide Bayard
off the road and make your way up a rubble-strewn slope into the hills (turn to 231).
127
249.
250.
You struggle with Balthazar, trying to cut the rogue knight down, but his blade finds its
mark instead. You collapse with the hilt jutting from your breast, blood on your lips.
"I almost pity you," Balthazar pants, "you had no idea what you were carrying, and now
you've paid the price for your Prince's arrogance." He clutches the package to his chest
like a talisman and leaves your remains where they fall.
128
251.
You ride cautiously through the fog towards the shadow, until it resolves into the shape
of a ruined boat, little more than ribs and keel, laying at an angle in the sand. There is
no sign of any water, just the boat.
You dismount Bayard and approach the wreck. You spy a chest in the keel of the boat,
its lid encrusted with sand and salt. "How did this come to be here," you ask yourself.
"Sometimes the sea rises very high," Balthazar tells you, drawing up behind you.
You eye the distant horizon, it must come very high indeed. You can clamber into the
boat and examine the chest (turn to 200), or resume your journey (turn to 86).
252.
"You are no fun!" Monaciello exclaims, pouting at you. "All I do is give this lady a scare,
for she sell the statue which I give to her Great Grandmother as gift."
He turns to Donna Viltry and shakes his finger at her. "You imagine this curse, Signora.
But since you have treated me this way, I will give you a real curse of ill-fortune now!"
At that, Monaciello vanishes, but not before he has cursed you with bad luck (this does
not use an inventory slot). The next time you make a dice roll, roll twice and take the
worst result. Turn to 66.
253.
You outmatch the straggler, but stop short of killing him. Instead, you knock him down
and disarm him. You haul off the hood with which the straggler has hidden his face,
revealing the countenance of a wild-eyed Badawin tribesman. He has marked his cheeks
with crude tattoos in the form of a lion's whiskers. He struggles like a wildcat, even
though you have defeated him.
"Who are you? What do you want with me?" Your questions are forceful.
"I'll tell you nothing!"
If you can cast Command, Enslave, Enthrall, Turncoat, or a similar spell, you may use it
to enhance your questioning. Otherwise, roll 1d10 and add your Rank. If you use a spell
or roll 6+, the man talks (turn to 40), otherwise you have no choice but to make your
escape (turn to 52).
129
254.
You defeat the last of the skeletons, scattering its pale bones on the sand, but you don't
hang around to discover if there are more undead amongst these accursed rocks. You
quickly re-saddle Bayard and ride east (turn to 10).
255.
Barbatos takes you aside and bids you walk beside him — it is common practice for
those seeking privacy in the temple to stay in motion so that no one can overhear you
for long.
"Coros Vallin told me that he planned to assign you to a mission. I do not know the
details, and I don't want to know!" He throws up his hands to emphasise the point, "but I
know it will be dangerous, and I have an idea that may help."
Barbatos leads you to a side chapel dedicated to Saint Patrus, patron of the long-
suffering. There, he hauls on a chain, lifting the metal cover on a font set near the wall.
He takes a glass vial and fills it with holy water from the font, then hands you the
healing waters (heals 7HP, or 3HP if you drink half).
"Drink this when the shadow of death threatens to overwhelm you, and know that the
Saint will watch over you."
You genuflect and thank Barbatos for his aid, then make your way back to the heart of
the city (marking a box) (turn to 45).
130
256.
You do your best to force the raider to answer your question, but he only grins defiantly,
then suddenly jerks, foam appearing at his lips. Too late you realise that he has
consumed poison, and there is no saving him. You search his body in the hopes of
finding some further clue, but there is nothing of interest. Who was this fanatic? You can
only wonder.
You decide that you have wasted enough time, but when you take up your weapon
again you find that the battle has ended (turn to 187).
257.
You wake with the sense that someone is moving close by. When you open your eyes
you see Balthazar going through your pack. He sees you move, and jumps back,
clutching Coros Vallin's mysterious package in his hand.
"Balthazar! What is this betrayal!"
Balthazar snatches a knife from his belt, his eyes are wild. "Fool! Don't you understand
what you carry? The Winged King has sent all his servants to find it, but I'm the one, and
now I can force the King to my will!"
You don't know what he's talking about, but you leap to your feet, grabbing your weapon
from the ground. Balthazar makes a moan of dismay, and calls out: "Oh my King! Help
me!"
At once an amber glow gathers around him. He seems to grow larger. His shoulders
hunch forward, and the glow forms a mane around his head.
You must fight Balthazar without your armour, but you may either strike first (turn to
190), or try and knock the package from his hand (turn to 297).
258.
The flaming bolts pierce you and your horse, slaying you both in a flash of corruscating
power. The winged creatures descend cautiously and relieve your burnt remains of
Coros Vallin's package, before taking to the air once more.
131
259.
If you have the keyword Jasper, turn to 276 now, otherwise gain the keyword Natron
and read on.
You ride north into the deep expanse of the Alqafr, chasing what you hope is not a
mirage.
After a while an amazing sight comes into view, a city of brass and copper towers
floating above the surface of the desert. You stop and rub your eyes, certain that the
heat has addled your wits, but the city doesn't vanish.
You approach cautiously, riding into the shadow of the floating city. Almost directly
underneath is a strange structure of sandstone steps leading up to a raised platform, in
the centre of which a circular design has been inscribed — a ring of runes between two
concentric lines, surrounding a lion's face.
If you have a figured bronze shield turn to 35, otherwise, you can try to find some
way to reach the city (turn to 8), or ride away (turn to 108).
132
260.
While the djinn is busy pointing out choice birds and architectural features, you snatch
one of the feathers, it is as bright as polished metal. After a moment between your
fingers, the feather suddenly bursts into flame and falls instantly to ash. Blinking, you
pocket a handful of bright feathers, making sure not to hold them too long
beforehand.
You can use the bright feathers three times to add +1 to a dice roll. You must
decide to use one before rolling the dice. After three uses, all the feathers have been
burnt up.
Luckily, Abu Wasr doesn't seem to notice you robbing the aviary, and asks whether you
would like to proceed to the observatory (turn to 119), throne room (turn to 71), or
return to the entrance (turn to 285).
261.
You know that Iskander was of the Old Faith of Mercania, and should be cremated with a
weapon in his hand. There are no priests of the Old Faith at El Uraj, but this is the land of
faith, and no one objects when you ask them to help you build a pyre and place Iskander
on it.
If you choose to put a weapon from your inventory into Iskander's hand, you will find
yourself blessed — one last gift from the dead priest. You gain iskander's blessing
(does not use an inventory slot). Once, after rolling a dice, you may expend the
blessing and roll that dice again, taking the second result.
As the sun sets over the lake, you set light to the pyre, and watch the flames shoot up
towards the stars. You have no prayers for Iskander's gods, but you give him your own
thanks, closing your eyes to whisper, "Thank you for your sacrifice, foolish man." The
sound of collapsing logs makes you look up in time to see a shower of sparks ascending
to the sky. For a moment, you think you see Iskander's face in the flames.
The next day the caravan resumes its journey (turn to 152).
133
262.
You spur Bayard towards the hills to the north, not resting until you enter a narrow dry
canyon where you are hidden from the road. It is clear that the forces seeking you make
it far too dangerous to be out in the open. You will be safer in the hills (turn to 231).
263.
You realise with a shock that the bandits must be riding to intercept Farah's caravan!
You are sure that they must be looking for you, but everyone else in the caravan will pay
the price.
You could attempt to get ahead of them and warn the caravan (turn to 205), remain in
hiding until the riders have passed (turn to 93), or try to catch and question a straggler
(turn to 34).
264.
As you are fighting, a golden fire begins to blaze around you, issuing from the
mysterious package. You rip it from your clothing, and the package falls open to
reveal a shining golden icon. At the sight of it, the King recoils.
Gain the keyword Alabaster, and remove the mysterious package from your
equipment list, replacing it with the golden icon
You must continue the fight, but the King's blows do 2 less damage, and your attacks
have a +2 bonus.
If you defeat the King (turn to 62). If you lose (turn to 275).
134
265.
Test your EVASION against a SPEED of 14 . If you pass, you dodge the snake's strike
and quickly kick it away. Otherwise, you must endure a Normal Poison (roll your
STRENGTH or less on 3d6) or succumb. If you make the roll you still suffer the loss of
1d4 HP. If you fail the check, or fall to 0HP turn to 292, otherwise turn to 307.
266.
You climb back up the stairs, only for the slab to seal behind you. It does not open again.
Turn to 203.
267.
The djinn tosses you to the ground, already dead, in some trackless spot visited by no
man and no beast. Over time the restless wind covers your remains with sand, and they
are never found again.
268.
It seems no one else is willing to speak up in answer to Farah's question. Each person
looks fearfully at their neighbours but does not answer. It is up to you to finally expose
this killer.
Before you can speak up, each of the other travellers tries to catch your eye and draw
you aside, desperate to speak to you in private. You can choose to let yourself be pulled
away (turn to 186), or make an accusation now. If so, choose who you will accuse: Sir
Boise (turn to 127), Donna Viltry (turn to 145), Martense (turn to 20), or Mehmet (turn to
13).
135
269.
You leave the dead trees behind, and another day passes. By the time dusk rolls around
again — is it the second time? the third? — you seem to have gone no further. The hills
are still shadows, the uplands endless. You camp and sleep, wondering if you will ever
escape this place.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing).
If these losses reduce you to zero HP turn to 277.
The rising sun brings relief from your doubts — the end of the Alqafr, and you are not
sad to leave it. The dry uplands fall away into the valley of Sadar. You cannot see the
city, it must still be at least two days ahead, but you are on the final leg.
You lead Bayard down a winding trail, out of the uplands and into the valley. When you
emerge, you find yourself at the edge of a lush oasis, where many tents, and a scatter of
small buildings, surround a sparkling pool of water.
If you have the keyword Granite, turn to 19, otherwise, turn to 220.
270.
You wake in the chill before dawn to find yourself alone. There is no sign of Balthazar,
his horse, or of the package Coros Vallin gave you! Balthazar has robbed you, and made
his escape! You look around wildly. There! A horse, vanishing into the distance.
You leap to your feet, grabbing your weapons, and vault onto Bayard's back. You have
only one chance to catch him, to ride, now!
You have no time to pack your camp. You must leave behind any items which were in
Bayard's inventory. In addition, you do not sleep in your armour, so any armour you
wear must also be left behind, though you may still take a shield if you have one.
Make a DF 14 REFLEXES check . If you succeed (turn to 15), otherwise (turn to 132).
136
271.
As you pass through the narrow streets, you become aware that you are being followed.
A pair of men, you think, wrapped in tattered bandages — Lazars. Before you can think
about losing them, they are upon you! Each draws a hooked knife and circles you. Under
their hoods, their faces are shrunken and burnt, their lips cracked as if by the desert
wind.
One of them croaks, "Give us the icon!" You aren't sure what they mean, but it's clear
that this is no random attack. You must fight them (remember to split your DEFENCE
between them).
Crazed Lazars (1st) — Att 13 Def 5 MD 3 Eva 5 Ref 10 Ste 18 Per 8 AF 1 HP 9/9
Daggers (d4,3)
If the attackers overcome you (turn to 236), otherwise you hurry on to the bazaar (turn
to 242) before the authorities pull you in.
272.
You arrive at the caravanserai just as the rising sun clears the distant horizon, to find the
caravan already mustering to depart in the dusty field before the Iron Gates. Teamsters
and packmen hurry back and forth, loading their camels with goods, or hitching them to
the covered wagons that make up the core of the caravan.
You present yourself to caravanmistress Farah, who notes your arrival in her book and
assigns a place for you and Bayard in the train.
Soon the Iron Gates are hauled open by the gate guards, letting the hot wind of the
desert sweep in over the waiting train. The camels bleat and the horses snort, while the
teamsters pull up the collars of their thobes.
Farah calls the caravan passengers together to explain the caravan's rules, and also to
introduce you to each other. In addition to yourself, the travellers are: a gruff Capellar
knight named Boise; Iskander, a blonde-haired priest from Mercania; Mehmet, a
Ta'ashim pilgrim seeking the road to Ibrahim; Donna Viltry, a Ferromaine merchant
whose cargo makes up most of the caravan; and finally Martense, a poorly-shaven man
at arms, sweating in a suit of mail.
137
"Gentlemen and Ladies," Farah says, "when you join a caravan, you join a family, and so
you must swear your oath to treat each other as family until our destination is reached.
If the caravan is threatened, you will take up arms to defend it. If a fellow caravaneer is
attacked, you will come to their aid. You will not commit a crime against a fellow, nor
defame their honour without proof."
She gives you a serious look. "Whoever violates this oath will be cast out of the caravan
into the desert."
You swear the oath, and Farah gives thanks to God and his Prophet, though you notice
that she is canny enough not to specify which Prophet.
Turn to 315.
273.
The caravan eventually stops for the night at a desolate spot unmarked by any feature
except a tall cairn of sandstone slabs half-buried by sand.
"It is said to be lucky to place a stone on the cairn," one of the caravaneers tells you.
You can place a stone (turn to 164) on the cairn if you wish, or reject these pagan
superstitions (turn to 28).
138
274.
Abu Wasr leads you through a labyrinth of shining white corridors where fretwork brass
lanterns cast intricate patterns of light and shadow on the patterned tiles. Eventually,
you emerge into a soaring chamber with a high domed roof. The chamber is filled with
countless brightly coloured birds fluttering from place to place, or perching side-by-side
on copper rails. You have never seen the like of these creatures. Red, gold, green, blue,
black, silver — colours that shimmer like oil on water, or gems held up to the sun.
"Are they not magnificant?" Abu Wasr says. "They are the Queen's delight in these
declining days. It is my pleasure to care for them for her."
The djinn drifts off through the chamber, pointing out one spectacular bird after another.
If you feel daring, you can sneak off and try and grab one of the brilliant birds for youself
(turn to 114).
As the djinn speaks, bright feathers drift down behind him. If you have not already done
so, you can try to snatch one (turn to 260), or wait for Abu Wasr to lead you to the
observatory (turn to 119), throne room (turn to 71), or back to the entrance (turn to
285).
275.
You strive with all your might, but you cannot stand against the Winged King of the
Desert, whose minions have hunted you across Outremer. The King rends you open with
his claws and takes Coros Vallin's package from your robes. He rips it open with a hook
of his claws, revealing the golden icon within — a perfect miniature image of the King
himself.
"At last, the icon is mine! Now I will be free of the Caliph, free of the Prince, free of
anyone who seeks to control me, and let the Illuminate witness my oath, all of them
shall perish for what they have done to me."
The King flaps his wings and takes to the air, soaring away towards the east.
139
276.
You ride north across the waste for an hour or more, chasing the mirage, for a mirage is
what it is. For one moment you think it is the same flying castle you once saw in a
dream, but there is nothing to be found here but rocks and sand. Eventually, you rein
Bayard in and turn back for the south.
Make a tracking check. If you have the tracking skill, roll your PERCEPTION or less on
1d20. Otherwise, make the same check using half your PERCEPTION, rounding down.
If you have a map of the principalities, subtract 5 from your roll. If you make the
check turn to 23.
Otherwise, night falls. You must stop to make camp in the empty wastes.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing). If you eat and drink, regain one HP.
If these losses reduce you to zero HP turn to 277.
277.
Your supplies have run out. Lacking food and water, you cannot survive the blistering
heat and icy cold of the desert day and night. You stagger on, sand-blind and delirious
until the wasteland claims your soul.
140
278.
The ruins prove to be little more than the shell of some ancient watchtower, half-buried
in sand, but you don't take time to look around. You leap from Bayard's saddle and drag
him, bucking and whinnying, into the dubious cover of the tower's lower floor. You
wedge yourself into a narrow space, where a slab of stone leans against the tower walls
— keeping Bayard as close as you can with taught reins.
An angry roar splits the air as the creatures arrive. Flapping shadows wheel around the
outside of the ruin, blocking the light. Bayard rears, and it's all you can do to cling to his
bridle and keep him from bolting.
"Quiet boy, quiet good Bayard," you murmur, trying your best to calm him.
You expect the creatures to land and corner you in the ruin, but nothing appears at the
bright entranceway. Eventually, the shadows vanish and the sound ceases. It sounds like
they have left.
You can venture out to explore the tower (turn to 203), or stay under cover (turn to 30).
141
279.
The merchant tells you that this shield was taken from the tomb of an infidel, and so
would suit an infidel like yourself. Examining the metal, you see that it bears a ring of
ancient runes around the outside, and the embossed image of a lion in the centre. You
have a strange feeling that there is something significant about this shield, though the
merchant is demanding a steep price for it!
Return to the booth (turn to 159).
280.
The caravan sets off on the third day of its journey, entering a long sweep of hard-baked
scrubland, home to vipers, scorpions, and eagles — which ride the wind high above the
caravan train like distant ships at sea. Caravanmistress Farah announces that the next
major stop will be at the oasis of El Uraj, three days ahead.
You keep to yourself on the long ride, thinking about Iskander's belief that one of your
fellow travellers is a murderer, and whether there can be a connection between that and
your own secret mission.
If you have the keyword Diorite, turn to 87 now. Otherwise turn to 290.
142
281.
The ambushers have no mercy for you. They hack you to pieces in a fanatical frenzy,
before recovering the precious package from your body, which they leave on the road
for the eagles to devour.
282.
283.
You push past the guard and charge up the stairs, then burst through the door into the
Prince's chamber. Chairs and tables are overturned in a chaos of scattered maps and
smashed pottery. The Prince is on his back, with the Winged King standing over him like
the shadow of death.
"You again!" the King snarls, "will you never cease to devil me!"
143
To your relief, you see that the Prince is not dead, though he is badly wounded. As you
draw your weapons to face the King for a second time, Adymas rolls over and crawls
away. With a quick thought, you pull the golden icon from your robe and throw it to the
Prince.
"My Prince! Here!"
Adymas grabs the icon, and clutches it to his chest like a lifeline.
"Keep ... him ... busy ..."
The King roars in distress and tries to pounce on the Prince, but you put yourself in the
way. You must fight him once more.
The King, desperate (6th) — Att 20 Def 10 MD 12 Eva 5 Ref 14 Ste 16 Per 11 AF 3
HP 13 Claws (d8+3,5)
You must survive five rounds of combat against the King, to give the Prince time to use
the icon against him. If you defeat the King in that time, or simply manage to hold him
at bay, turn to 78. If you lose turn to 319.
284.
You decide to call the pilgrim's bluff, and step around the front of the camel train to
confront him.
"Mehmet, if that is truly your name. You are a spy for the Caliph. Tell me the truth, have
you also murdered the missing caravaneers? Is this part of your plot?"
Mehmet gasps and snatches a dagger from his belt, while the man he was speaking to
hides his face. You prepare to be attacked, but Mehmet apparently reconsiders.
"You think I am the killer? I deny it. I thought it might be you. These caravaneers are my
people, followers of the word of the Illuminate, just as I am. I fear for their safety. There
are still days ahead of us, who know what will happen? Yes, I have my own allegiences,
as do you — I think — but that does not make me a killer. If you must suspect someone,
then let it be Iskander."
"Iskander? It seemed to me that he has been your friend here. Why would you accuse
him?"
"He has been friendly, that is true, but if you want to know why I doubt him, ask him why
he slips away from the caravan when he thinks no one is looking."
You leave the so-called pilgrim alone, musing on his words. Turn to 169 (marking a box).
144
285.
You come to the entrance of the flying city, a square chamber from which a staircase
spirals vertiginously down towards the desert below. Abu Wasr bids you farewell as you
descend the staircase.
If you have the keyword Natron, turn to 121. If you have the keyword Jasper, turn to 103
instead.
286.
You sneak away from Abu Wasr a second time, hoping to add another mechanical bird to
your treasure trove, but the birds seem to avoid you now, flapping raucously out of your
reach as soon as you approach. The noise draws Abu Wasr to you, and he stares
dubiously at you, stroking his beard.
"I think it is time we moved on," the djinn intones.
Choose where you would have the djinn lead you next: the entrance (turn to 285),
observatory (turn to 119), or throne room (turn to 71).
287.
The night is cold and full of enemies. Foolishly, you light a fire, hoping that the creatures
searching for you have left the area — they have not. Drawn like moths to a flame, the
hunters gather, lanky lean shapes, half human and half lion, with the tattered wings of
eagles and eyes like fire — Pazuzu. By the time you realise that they have come, you are
surrounded, and there can be no escape.
When you are dead, and rent apart, they squabble over Coros' package — wanting the
golden icon it contains as a gift for their malevolent king — before taking once more to
the sky.
145
288.
If you gave Bayard water, he is refreshed and ready to go; otherwise, you must make a
DF 14 REFLEXES check to get him moving in time. If you make it, you gallop away
before the slow-moving skeletons can reach you (turn to 10). If not, they strike at you
while you are trying to mount, inflicting 2 HP of damage. You now have no choice but to
fight them both at once.
Ancient Skeletons (1st) — Att 11 Def 5 MD 3 Eva 3 Ref 6 Ste 13 Per 7 AF 0 (2 vs.
stabbing) HP 6/5 Rusty Swords (d6,4)
If you wish to flee turn to 126. If you lose turn to 221, otherwise turn to 254.
289.
You ride away from El Uraj with a heavy heart. You were certain that you had identified
the murderer, but you lacked the evidence to prove it. Perhaps you should have been
more diligent when poor Iskander begged you to investigate?
Beyond the cooling shelter of the oasis, the sun claws at the land, filling the air with
shimmers of heat. The river Sadar is still a day's ride ahead. You wrap a corner of your
robe around your head to keep off the worst of the sun and push on into the dancing
landscape. If you don't have a filled waterskin (or magical means of creating water),
lose one HP (this doesn't empty the waterskin).
You are nodding at the reins, some hours later, when a brief flash of shadow sweeps
over you. You glance at the sky, hoping to see rain clouds, just as something slams into
you, throwing you heavily from the saddle. Lose 2 HP. If this reduces you to 0HP turn to
182 now.
If you are still alive, make a REFLEXES check . If you succeed (turn to 49), otherwise
(turn to 41).
290.
The caravan resumes its course eastwards. Now the trains of camels are split into lines
three abreast and arranged on either side of the wagons, so that the whole caravan is
drawn together nervously, like a flock that has heard the howl of the wolf. The travellers
too have huddled close, riding almost side by side for safety.
If Iskander is correct, one of the other four travellers might be responsible for the death
— for it is surely that — of Usquail. 'One of the other five' you correct yourself, Iskander
146
cannot be assumed innocent. But how you should go about telling which, you cannot
say.
Suddenly a yell from one of the sentries jerks you out of your reverie: "Beware! Bandits!
Attack!"
You look north and see an arrow of dust lancing down from the escarpment — the
telltale sign of riders at the gallop. There is barely time to circle the wagons and
scramble for weapons before they are upon you (turn to 213).
291.
You are determined to be clear of this wasteland before the sun rises. There is no safety
to be had near the coast. The only settlement in reach, Rocapel, is already in enemy
hands. So, when the stars have risen, you leave your shelter and head north, making for
the pilgrim road and the hills beyond. The desert night is quite the opposite of the day, a
chill silence, disturbed only by the scuttling of scorpions and the furtive passage of
foxes. You pull your clothing tight around you and shiver your way north.
It takes all night, but as the sun rises, you see a line of cliffs, crowned with what looks
like a singular tower balanced on the edge.
With no other destination in sight, you head for the tower, only to discover a caravan
from Crescentium encamped at the base of the cliffs. You are exhausted, hunted, and
low on supplies, the only sensible decision seems to be join the caravan, where your
pursuers will not find you (turn to 74).
292.
You succumb to the snake's poison bite and expire by the side of the pool. Soon the
ceaseless wind covers both you, and the Icon of Death you carry, in a coverlet of sand.
147
293.
Wait! Wasn't this the same mark you saw on the body of the squire abandoned in the
ruin? It was. You don't know what to make of this, but it is surely significant. Before you
can think more of it, Boise has put the garment on, covering the mark, and headed back
to his horse. You follow, but Boise simply returns to the front of the caravan for the rest
of the day. Turn to 169 (marking a box).
294.
The narrow streets of Sadar are packed with soldiers and refugees from the fighting
across the river. Badawins and Crusaders rub shoulders under the striped awnings that
spread from building to building.
You push your way through the crowds to the Prince's palace, a former merchant's hall
crowned with a soaring copper tower. More guards await you at the palace gate,
unwilling to allow a wild-eyed stranger access to the Prince.
You are about to begin an impassioned speech when a crash rings out above you, and
fragments of glass and wood rain down. Looking up, you see the monstrous shape of the
King, forcing his way into the tower's top.
Turn to 283.
295.
You are distracted from your investigations by the sound of something moving through
the rocks. Peering over the top of a boulder you are horrified to see a gigantic scorpion,
picking its way closer. The beast is shiny and red and bears the grisly remains of dead
prey affixed to its carapace like a necklace of death.
Make a STEALTH check against a PERCEPTION of 7 (roll 2d10 equal to or under your
STEALTH minus the scorpion's perception). Because you are keeping still, you may add 3
to your STEALTH.
If you pass, you can hide from the scorpion (turn to 209), if you fail — or if you prefer a
fight — then you must face it (turn to 158).
148
296.
The caravan limps its way onwards from the site of the battle, eschewing their usual
mid-day rest in favour of putting more distance between themselves and the raiders,
who might even now be regrouping.
Sir Boise approaches you. "It's possible that these curs will mount another attack. I plan
to fall back and form a rearguard. Will you ride with me?"
If you'd like to fall back alone with Sir Boise (turn to 225). If you'd prefer to ask Martense
and others to join you, turn to 51. If you'd rather decline, as such a thing is not for you,
turn to 273.
297.
You strike at Balthazar's hand, knocking the package to the ground. It spills open,
revealing an ornate wooden box and, inside it, a golden icon shaped like a winged lion-
man. A brilliant light flares from the icon, and Balthazar staggers away with a cry. All at
once, the supernatural aura surrounding him fades away.
Grimly, he raises his blade and tries to attack you anyway. You weren't sleeping in your
armour, so you must fight without it.
298.
It is a long hard ride, using all your guile to avoid the flying watchers who are searching
for you. Eventually, the blue-grey smudge ahead resolves into a line of cliffs, crowned
with what looks like a singular tower, balanced on the edge.
With no other destination in sight, you head for the tower, only to discover a caravan
from Crescentium encamped at the base of the cliffs. You are exhausted, hunted, and
low on supplies, the only sensible decision seems to be join the caravan (turn to 74),
where your pursuers will not find you.
149
299.
"Wait," you protest, "the Prince himself can vouch for me."
The guards snort. "Then you'll just have to wait for him to pass by." One of the guards
points up at a tall tower overlooking the river, where Prince Adymas has taken up
residence, and jokes, "Might take a while though! Maybe he'll look down and see you
there!"
You have no choice but to settle down until the guards decide to let you in. You pick a
spot in the shade of an olive tree and sit down to wait. You are still there an hour later
when the sudden sound of smashing glass makes everyone look up. You jerk your eyes
to the tower just in time to see a monstrous winged shape burst from its top, with the
figure of a man dangling in its claws!
The creature flaps heavily into the sky and then releases its captive. A terrible scream
marks his death fall. You take advantage of the chaos to slip into the city, but you are
too late. By the time you reach the place where the body reached the ground, the news
is already rushing through the city like wildfire — the Prince is dead.
By morning, the Caliph's spies have taken the word across the river, and his army
advances, while the defenders, without their lord to rally them, abandon their
fortifications and stream west, littering the wasteland with discarded arms and armour
as they flee for the distant safety of Crescentium.
Whether you join them or stay in Sadar to await the conquering forces, the result is the
same, your mission has failed. The only comfort is the news, received the following
month, that the Caliph too was slain by a flying killer. Hopefully, that is the last you will
ever see of the Winged King. As for the Icon of Death, you cast it into the Sea of Lament.
Your quest has ended in failure. Gain 2 experience points, in addition to any gained
from defeating opponents in combat. Remove the golden icon (or mysterious
package) from your inventory; you can keep any other equipment for a future
adventure if you wish.
THE END
150
300.
You have no way to prove who you are, though you think the Prince would recognise you
if he could be persuaded to come down. Boise, however, produces papers to prove his
identity and insists that you be allowed to enter as well.
"I don't know that I should," the guard says, "but the Prince has asked every day after a
messenger from the marshall, so I suppose I'd be crazy to turn you away." He unbars the
gate and lets you into the cool shadows of the palace. "You'd better hurry on up, he's in
the tower, as ever." turn to 16.
301.
You put your heels desperately to Bayard's flanks, spurring him across the rock-strewn
ground. You jink and weave, always aware of the converging shapes in the air behind
you, until the ground falls away into the steep chasm. Just as you reach it, the creatures
are upon you, casting their lightning bolts.
Make three EVASION checks against attacks with a SPEED of 12. For each failed check,
you suffer 2d6+10 damage.
If you survive all three attacks, you escape into the canyons (turn to 4), otherwise turn
to 258.
302.
Martense leaps forward past your guard, striking a glancing blow to your arm. You
prepare to fight on, but feel the trickle of blood at your elbow. A moment later it stains
your wrist red, and Martense puts up his mace.
"First blood to me, you are defeated, and as God is my witness, so you must know that I
am innocent. I will forgive you this one mistake. This blasted place makes everyman's
blood run too hot. But let this be the end of it. Turn your suspicions elsewhere."
Martense leaps back into his saddle and rides away, leaving you to return to the caravan
alone. Turn to 169 (marking a box).
151
303.
You saddle Bayard in the dark, eyes wide for the threat of more scorpions, and head out
at speed, eager to put the danger behind you.
Soon the sun rises once again, blazing like a baleful eye in the sky ahead. There is not a
breath of wind, and by noon the heat is unbearable. You shade your eyes against the
glare and spy the black dots of vultures circling high above, no doubt waiting for you to
die so that they can feast on your remains.
Only when one of the specks swoops closer do you realise that they are not vultures at
all. As the shape passes overhead, something lances down from the sky like a bolt of
lightning, sending a fountain of sand bursting into the air! You have just time to glimpse
a winged humanoid shape before it darts back into the sky again. You are under attack!
More winged figures are converging on your position. Looking wildly around for cover,
you spy what looks like a ruined structure on an outcrop to the east (turn to 39), and the
mouth of a canyon not far to the south (turn to 301). Alternatively, you can try to
outrace them by galloping across the open hills (turn to 26).
304.
Another day passes beneath the arid sun, accompanied only by the whistle of the Simil,
the hot eastern wind that blows from the heart of Zhenir, wringing every drop of
moisture from the land. You see no creature, either friend or foe. Eventually, the sun
sets once more, bringing the chill of the desert night. The stars rise, and you are still no
closer to your destination.
You must eat one ration, and drink water (empty a filled waterskin), or use a spell
like Abundance, Banquet, Nourish, or Stargaze to provide food and water.
If you do not eat, lose one HP. If you do not drink, lose two HP (or one, if you are
wearing a thobe or other desert clothing).
If these losses reduce you to zero HP turn to 277.
You lie awake a long time, watching the constellations wheel overhead: the Wainwright,
the Spider, the Hydra. You know that you are still heading east, but other than that, you
cannot even be sure that you are not entirely lost. You have no choice but to sleep, and
then ride on (turn to 185).
152
305.
You decide to dismount and try to find something, anything, to eat or drink amongst the
dead trees. You are parched, but it is Bayard that concerns you most; you aren't sure
how much further the brave horse can go.
You wander amongst the trees. Few of the desiccated trunks are more than a few feet
high, but one catches your eye because it still bears a few pale and leafless branches.
Water seeps from under its gnarled roots, forming a tiny dirty pool in the shadow of
some rocks, with a few thorny shrubs for Bayard to graze on.
When you approach the water, you are warned off by the hiss of a serpent. You can see
it, coiled and ready to strike in the shadow of the roots. There is no way to reach the
water without dealing with it!
If you wish to strike at the snake (turn to 174), if you'd rather try and dodge past it (turn
to 265). If you prefer to abandon the effort you can ride on east (turn to 269).
306.
You flee from the combat, outmatched. As you turn your back you take 4HP damage . If
you survive this, you find a place to hide (turn to 101), otherwise (turn to 156).
307.
Now that the snake has been dealt with, you can reach the little pool. Though the water
is filled with mud, and tastes of it too, it is one of the finest things you have ever drunk.
You slake your thirst in greedy gulps, and Bayard does the same, plunging his head into
the water and then shaking a rainbow of drops from his mane.
Regain 1HP. You may also refill an empty waterskin if you have one.
Cooled and refreshed, you mount up and continue east (turn to 269).
153
308.
You approach one of the roving preachers, a wide-eyed man with the crescent blazon of
Old Selentium embroidered on his cassock. He is perched on an unsteady pillar of stone,
to bring him closer to the Pantocrator, with his arms and voice raised in prayer. A small
crowd has gathered around him.
You catch the preacher's eye, and he motions you forward to the foot of the pillar.
"I sense that you are in need of the saviour's blessing," he says. "It is taught that gold
can buy salvation. Place your offering in the bowl." You see that a copper offering bowl
has been placed at the base of the pillar.
Choose how many florins you wish to place in the bowl (a minimum of one), then divide
the number of florins by ten (rounding down) and add 1d10 to that number . If the result
is 10+, you gain the saviour's blessing (this does not consume an inventory slot).
Once only, you may use the blessing to re-roll any one dice; the blessing is then spent.
You can still choose to enter the temple (turn to 14), or return to the city (marking a
box) (turn to 45).
309.
Iskander leads you to a cool tiled court where merchants from Outremer, Badawin
traders, and Opalarians discuss business around small tables to the musical
accompaniment of a trickling fountain.
Taking coffee here costs 1 florin. When it arrives, you are surprised to find it fortified
with spirits.
"The Ta'ashim teaches that alcohol is one of the many sins that man must avoid,"
Iskander tells you. "Luckily, you and I are of the north, and thus may take somewhat
greater liberties. I have been here some days awaiting the departure of the caravan, and
the servants are aware of my tastes, I hope it meets your expectations!"
"Have you made the acquaintance of any of the other travellers?" you ask.
"A little. Sir Boise you have met already, if you can call that a meeting, and Mehemt of
course. A Ta'ashim infidel, sadly, but otherwise a good man. The other chief traveller is a
merchant from Ferromaine. Her name is Viltry. I believe she hopes to sell supplies to the
Prince in Sadar; much of the cargo in the caravan is hers."
You thank Iskander for the fortifying drink and return to the centre of the city (marking a
box) (turn to 45).
154
310.
You plunge screaming from the city, down through the chaos of the night air, only to
land with a thump back in your own bed-roll, the dream of the city in the sky fading in an
instant to a hazy memory.
Remove the figured bronze shield from your inventory, and turn to 181.
311.
As Iskander's funeral pyre burns low, your aeolian harp spontaneously starts to play, as
if its strings were being plucked by spectral fingers. It is a tune of the Mercanian coast, a
sorrowful air that makes you think of stormy seas and cold winds.
Once only, you may use the harp's blessing when you roll a dice to re-roll that dice,
taking the second result.
The next day the caravan resumes its journey (turn to 152).
312.
You realise that King Pazuzu and his followers must have been the figures depicted on
the rock carving you saw in the south — and surely also the winged figures hunting you!
After a moment of deliberation, you decide to ask Abu Wasr about the golden icon,
describing it circumspectly as a tale you once heard told in the taverns of Crescentium.
The djinn nods his heavy head and strokes his beard. "Ahh, the Icon of Death, that is our
name for it. You are correct, it too was part of the Creator's curse, that not only should
the king be diminished and sent into the wastes, but at the same time a golden image
should come into being that had the power to command the king, as he had once
commanded thousands."
Abu Wasr stares off into the distance. "Naturally, King Pazuzu hates that icon with all his
heart, and fears it in equal measure I should imagine. Many times he has tried to destroy
it. But it is the will of God that it is always found, and that he is forced to serve."
The djinn seems to abruptly remember that he is meant to be giving you a tour, and
asks if you wish to continue to the aviary (turn to 274), observatory (turn to 119), or
return to the entrance (turn to 285)?
155
313.
It is morning in the oasis of El Uraj. The sun blazes in the cloudless sky, but the trees
provide blessed shade, and the sparkling water cools the air. The caravan has set its
camp along the western shore, with the black tents of the Badawin to the north, and a
small scatter of sun-bleached buildings in between, shelters for lone travellers braving
the wasteland.
You rise refreshed, realising that the long crossing of the valley of Cabbron is behind
you. Sadar is only a day and a half to the east, though you understand that the caravan
is going nowhere today.
You are surprised when Iskander drags you aside, looking each way to make sure he is
not overheard.
"I know who the killer is!" he says, almost breathless with excitement.
"Who?"
156
He shakes his head, running a sun-browned hand through his pale hair. "No, no, I must
be sure before I make an accusation, but you can help me. I visited the Badawin last
night, and they have a seer there, a wise woman. She told me something that makes the
whole mystery plain. I only need to do one thing to confirm what I suspect.
"In the meantime, you should visit the seer. Make up your own mind. I'll meet you back
here soon, and we can reveal this monster to everyone."
Iskander hurries away towards the main camp. You can do as he suggests and visit the
seer (turn to 140), follow him instead (turn to 173), or simply wait and see what happens
(turn to 165)
314.
With three members missing in the space of as many days, the caravaneers band
together for protection, wanting nothing to do with the strangers travelling alongside
them. This does not appear to be a barrier to Mehmet, who is everywhere amongst
them, talking first to one man, then another.
Setting yourself to discover what he is doing is no easy task. You do not have the easy
familiarity with the Badawin and Molasarians that Mehmet has.
Make a STEALTH check against a PERCEPTION of 10 . If you pass (turn to 29). If you fail
(turn to 211).
315.
The caravan sets out in the comparative coolness of the early morning, taking up the
whole width of the dusty highway that leads east towards Ibrahim. The road is flanked
by a rough highland to the north, and a desolate scrubby plain to the south, where the
shore of the Sea of Lament curves away into the mists.
Your fellow travellers naturally fall into groups, talking to pass the time, while the
caravan guards keep an eye out for danger on the roads — aided by Sir Boise and
Martense.
If you wish to ride with Iskander and Mehmet (turn to 146). To ride with Viltry and Farah
(turn to 37). To ride with Boise and Martense (turn to 111). Alternatively, you can take
time to speak with the teamsters (turn to 43), or keep your own company (turn to 172).
157
316.
The King takes advantage of your distraction to breathe fire on you! The blazing attack
inflicts 1d6+4 HP of damage (reduced by your AF). If this slays you, turn to 105 now.
Otherwise, if you have the keywords Rutile or Sandstone, turn to 131 now.
You wrest the golden icon from your clothing and brandish it at the King. At once, yellow
light spills from the statue, and the Pazuzu shies away. You must still fight him, but he
is weakened.
The Winged King (6th) — Att 16 Def 9 MD 11 Eva 5 Ref 14 Ste 16 Per 11 AF 3
(Boise's armour) HP 20 Claws (d8+1,5) twice
If you defeat the King (turn to 42). If you lose (turn to 105).
317.
You are woken by the sound of a commotion. It is early morning, but the camp is in
disarray. One of the caravaneers, Usquail, is missing, and no sign can be found of him,
either in the camp or on the road.
Usquail's sleeping spot was close by. You can hurry over to examine it (turn to 175), or
wait to see what happens (turn to 228).
318.
You show your letter of identity to the sentry, and Boise produces a smiliar document.
"The Prince will be pleased to see you!" the guard exclaims. "You'd better hurry on up,
he's in the tower, as ever." turn to 16.
319.
You are locked in desperate combat with the Winged King, trying to buy time for Prince
Adymas to finish his ritual, but your efforts are in vain. The King is desperate, a winged
dervish of claws and anger. He cuts you down with his claws and then grabs the Prince
before leaping out through the window. The Prince falls to his death in the crowded
streets below, while you bleed out unnoticed in the shattered chamber.
As soon as you take one of the items, the other vanishes, leaving only two empty pillars.
If you took the white pyramid amulet, the Armour Bypass Roll of any weapon you
wield is increased by 1.
If you took the red spine amulet, the Armour Factor of any armour you wear is
increased by 1. (While you are in the desert, this will offset the -1AF for heat, returning
your armour to its normal value).
You pocket the item you took, and climb back up the stairs, only for the slab to seal
behind you. It does not open again. Turn to 203
321.
In the days following the Winged King's defeat, Prince Adymar calls for you to attend him
at his bedside, where he is recuperating from the wound that the Pazuzu dealt him. He
waves away the guards, ensuring that you are alone.
"I am sure you are too polite, and too wise in the ways of the world, to ask questions,
but I feel that I owe you an explanation for why your life was put in such deadly danger."
You protest, but he raises a hand for silence. "No, no. My mind is made up."
Propped up on his divan pillows, the Prince explains how his forces had come under
attack from 'winged devils', and assassins disguised as soldiers, lepers, and Badawin.
Fearing that this was a ploy by the Caliph, he asked Coros Vallin to investigate.
"Vallin was able to discover that a Zhenir magician named Sufian had laid his hands on
the golden icon, which in ancient days had been enchanted to command the services of
the creature named Pazuzu, the Winged King, and with him all his legion of twisted
offspring and worshippers. Sufian employed the icon to force the King and his minions to
attack me, but Sufian was hungry for power. He tried to use those very forces to usurp
the Caliph's throne.
"Well, the attempt went wrong. Sufian fled Zhenir, but he perished when pirates
overtook his ship. Dear Coros was able to obtain the icon, and sent it here to me,
imagining — I think — that I would use it to launch my own attack on the Caliph. And, of
course, all the time the Pazuzu themselves were searching high and low for the accursed
thing. Vallin did not dare send it openly, which is where you came in.
The Prince takes your hand. "It was a hard road we sent you on, but Coros made the
right choice. Without you, we would have been lost, and you have my gratitude for it."
"Now, bring me that box there."
159
You bring the box that the Prince indicated, a long light container of carved sandalwood,
and lay it on the side of the bed. The Prince lifts the lid, and you see an array of
marvellous magical items laid out on a bed of velvet.
"Please, take any one of these, with my gratitude," the Prince exclaims.
The items inside the chest consist of:
Your quest has ended in success. Gain 7 experience points, in addition to any gained
from defeating opponents in combat. Remove the golden icon (or mysterious
package) from your inventory, and add any one of the Prince's items to your
inventory for future adventures. You may also keep any other items in your inventory,
if you wish.
THE END
A word from the Author
My previous Red Ruin gamebook — ''Green Water, Crimson Stag'' — took place in a fairy
haunted wood, a tribute to the enchanted woodlands of the original Dragon Warriors'
adventures. ''Icon of Death'', in contrast, is a pean to my love of the Pazuzu, the finest of
all the monsters in the game (though the Sufiriad is a close second).
From the very first time I read its description, I was obsessed with the terrible killer
disguised as a bandage-wrapped lascar or a wounded knight, playing on the guilability of
desert travellers to make its kills. From this was born the idea of writing a murder
mystery in gamebook form. I hope you enjoyed it.
If this wasn't enough Pazuzu for you (and I can get with that), check out ''A Plenitude of
Pazuzus'' in issue five of Casket of Feys, the free Red Ruin Dragon Warriors zine (get it
wherever you got this). You can also learn more about the Sultan's Eye, which you may
have picked up for your character in the course of the game.
You may also have noticed the subtitle Tales of Red Ruin 6 on the front of this book, and
be wondering what that means. The answer is that this is not the only solo Dragon
Warriors gamebook Red Ruin now has available, and we've tried to set it up that you can
take a character from one book to another. Give them a go, you may like them.
If you liked the game, or want to get in touch for any other reason, look me up at
https://www.teuton.org/~stranger/.
David M. Donachie
Sunday, 24th October 2021
Playtesting: Simon Barns, Paul Partington, Nigel Ward, Shaun Hately and Steve Strellet.
Front cover and interior art: David Donachie
Medieval illuminated cover border: www.cliparts.co/clipart/3687712
Red Ruin Publishing is committed to
Producing fan material for the
Dragon Warriors RPG
Visit us on DriveThruRPG to
Find more of our quality books.
1st Pub. October 2021