make a brief search of the armoury and discover a few weapons, and other items which could prove useful:
6 Arrows
Quiver
Dagger
Sword
Spear
If you wish to keep any of these items, remember to adjust your Action Chart accordingly.
The captain sends word to his men to find boats for the voyage downstream. The order is duly carried out and, within the hour, twenty small craft have been brought to the icy river on the west side of the stone bridge. Schera appoints ten men to each craft; then you and he step aboard the first boat, cast off, and begin a voyage that will take you towards the coastal city of Darke.
The current is strong and the river is free of obstructions, enabling your flotilla to make swift progress downstream. Much of the river bank is lightly wooded and Schera commands everyone to remain vigilant in case there are Drakkarim among the trees, lying in ambush. You pass through the woods without incident, and shortly before noon, you see the ruined town of Odnenga in the distance. Every building has been razed to the ground and a pall of wood smoke hangs above the town, fed by fires still smouldering from a battle that took place here several days ago. The river here is blocked by debris and you are forced to put ashore. Schera's men set to work clearing a passage, while you and the captain scout the ruins in search of information.
A soot-blackened road, running east to west, divides this shattered town into two halves. Schera suggests that you split up and search one half each and you nod in agreement.
If you wish to search the north side of this ruined town, turn to 2 .
If you choose to search the south side, turn to 296 .
24
As you land your killing blow, the Mawtaw shrieks an unearthly cry and falls to the ground, shivering and twitching fitfully. Then, with unnerving abruptness, it stiffens and lies still. Prarg immediately awakens from his hypnotic trance and, to your surprise, you discover that he has no memory at all of what has happened in the last hour.
Quickly you hurry away from the carcass of the slain Mawtaw and press on deeper into the forest. Your instinct and Pathsmanship skills lead you in a northerly direction and you cover more than five miles before the trees begin to thin out. Then you emerge from the forest to be greeted by a spectacular sight.
Turn to 192 .
25
You are ushered into a lavish chamber that is hung with Lencian flags and decorated with exotic fineries from the far-flung corners of Magnamund. All around guardsmen stand rigidly to attention, their eyes watchful and unblinking behind their silver visors as you approach the high-backed throne which dominates the centre of the room. There before you sits King Sarnac, his silver-grey hair framing a benign face that is still lean and firm despite advancing years.
‘Welcome, Grand Master,’ he says, as he rises from his throne and offers his hand in friendship. ‘I prayed that you would come to Lencia, to help in the defeat of that cur, Magnaarn, but I did not imagine that you would arrive so soon. You are most welcome.’
Gladly you acknowledge the King's greeting and, after he has commended and dismissed Lord Floras, you adjourn with him to an antechamber where he tells you about the mission ahead.
‘Latest reports from my spies and scouts in the north say that Magnaarn is presently at his army headquarters in Shugkona. Drakkarim have been seen combing a region of the Tozaz Forest fifty miles to the north of his headquarters. We think that this is where he believes he'll find the Doomstone of Darke. There are many ancient temples in this area … perhaps one is harbouring that evil gem.’
The King pauses for a few moments to take some refreshment. From a jewel-encrusted pitcher, he pours two glasses of wine and proffers one to you before continuing. Gratefully you accept and politely you sip the rare vintage whilst listening to the King's plan of action.
‘Grand Master,’ he says, fixing you with his powerful