The designs are woven from pure gold and silver, studded with gems and semi-precious stones. You marvel at the craftsmanship and beauty of these tapestries—they must be worth many thousands of crowns. One gem in particular catches your eye—a large Diamond. Unable to resist the temptation, you prise it from the cloth and drop it into your pocket, before leaving the hall by the door.
A dark corridor greets you beyond the door. You enter and feel your way along the wall, guided only by a tiny light in the distance. The sudden screech of metal sends a chill down your spine, and to your horror, you see a wall of black iron falling in front of the door.
In a matter of seconds, the exit is sealed off completely. A loud hissing fills your ears, and a strangely bitter smell assails your nostrils. By the time you realize that the air is being flooded with a powerful sleep gas, pumped in through tiny vents near the door, you are already succumbing to its irresistible power.
You awake to such an astounding sight that you feel sure you must be dreaming. Before you lies a titanic, circular hall of glittering marble, rising tier on tier like a gigantic amphitheatre. A vast pit fills the centre, from which arises a pinnacle of black iron, which is licked by sheets of flame that roar up from the depths below. Scores of seated creatures crowd the tiers, every one of them staring at you, their eyes like pinpoints of fire gleaming coldly from the shadows of their hooded robes. You hear the rustle of their mocking laughter, and your skin prickles with eerie premonition. A great gong booms in the distance, and a doleful chant arises from the crowded tiers. An urge to run from this evil place grips you like a fever, but your wrists are manacled securely to a bronze ring fixed to the wall above your head.
‘Let the trial commence!’ commands a mighty voice, filling the hall with clamouring echoes. As one, the robed spectators rise from their seats as a shaft of light pours down upon the pinnacle, illuminating the outline of a man, white-haired and gaunt, seated on a massive throne of solid, gleaming gold. Suspended in the air above his head are two crystals: one as clear as a polished diamond; the other as black as the grave. A crackling arc of energy travels between the two, and its flickering blue light sheds a ghostly shadow on the face of the seated lord.
‘Intruder,’ he says, his voice soft yet chilling, ‘you have come to Kazan-Oud with murder in your heart. Have not the cowards of Elzian promised to reward you for my destruction?’
A drone of dissent surges from the crowded tiers, drowning any answer that you offer in your defence. The lord rises slowly from the throne and turns to his baying minions, his hands outstretched as if to receive the adulation. As their ghastly drone grows louder, your eye is drawn to the clear crystal that hovers above the throne. A golden light now glows at its core. In a flash of understanding you recognize the object of your quest: here is the Lorestone of Herdos.
‘Your verdict, my children?’ cries the wild-eyed man, his voice now harsh and angry.
‘Guilty, Lord Zahda,’ the crowd howls in reply.
‘The sentence?’ retorts their master.
‘The maze!’ they scream. ‘The maze!’
The crowd howls its approval as a rickety, hunchbacked creature, swathed in a hooded robe, approaches the platform on which you stand manacled to the wall. Deftly he strips you of all your weapons and passes them to an ugly-faced dwarf, hovering close by his side.
‘Take him to the maze,’ commands the white-haired lord. His cruel, mocking laughter echoes in your ears as you are dragged from the hall in chains.
Erase all weapons and weapon-like Special Items from your Action Chart and make a note of them on a separate piece of paper in case you should rediscover them at a later stage of your adventure.
An escort of armoured guards forces you along a steel passageway lined by a crowd of jeering minions. They punch and spit as you pass between them, and their foul curses ring in your ears. The guards halt before a huge door of iron and unlock the manacles that encase your bruised and bloodied wrists. The points of their spears never wander far from your throat, discouraging any attempt at escape. The door rumbles open, and a cheer goes up as you are pushed head-first into a foul-smelling pit.
‘Welcome to the maze,’ sneers the chilling voice of Lord Zahda from somewhere high above your head. You struggle to your feet and peer up at a ceiling of swirling mist. A faint glow is gradually taking shape, condensing and forming into the likeness of a human skull. Baleful green eyes stare down at you from bony sockets, and a powdered wig, like that of a high court judge, sits squarely upon its fleshless head.
‘You came here to kill but your plans have been foiled and now you must face the consequence,’ echoes a voice in the skull. ‘You have been sentenced to enter the Maze of Zahda. If you escape, your life may be spared; if you fail then you will surely die—a fitting end for one who came here in search of death.’
The skull retreats into the mist, and a deathly silence fills the pit. A semicircular shadow forms on the wall ahead; it grows larger and darker until it resembles the mouth of a cave or tunnel. Suddenly a gust of chill air whistles from out of this darkness, and you realize that you are staring at the entrance to the maze.
‘Enter!’ orders the voice. ‘Enter or die where you stand!’ It is no idle threat. A crossbow bolt slams into the sand barely inches from your feet, and the click of a steel drawstring warns that another could follow if you disobey the command. Reluctantly, you step forward and enter the Maze of Zahda.
ou are standing in a passage, the walls and floor of which are completely sheer and smooth. Overhead swirls a mist that gives off a dim, diffused light, just sufficient for you to be able to see your way ahead. Without your weapons you feel naked and vulnerable, but you take some comfort in the fact that you still have your Backpack, your Gold Crowns, and your Special Items.
Cautiously you walk along the passage, expecting the unexpected, until you arrive at a circular vault. There, upon a block of marble in the centre of the floor, lies a steel sword. As you step into the vault, slabs of stone sink into the floor to reveal two exits: one to your left, the other to your right.
You wish to use your Divination.
You wish to pick up the sword.
You wish to take the left tunnel.
You wish to take the right tunnel.
Name: Lone Wolf
Magnakai Rang: Primate
Combat Skill: 24 (18 Base + 2 MB + 2 Helmet + 2 Shield)
Endurance: 13/29 (27 Base + 2 Waistcoat)
Deaths: 7
Kai Disciplines:
Camouflage
Weaponskill -> +2 CS with a Mace
Sixth Sense
Hunting
Mindblast -> +2 CS
Healing
Tracking
Mind over Matter
Mindshield
Magnakai Disciplines:
Divination
Pathsmanship
Invisibility
Weaponmastery (+3CS mit Sword,Dagger,Bow)
Weapons:
Sword
Bow
Belt Pouch:
6 Gold Crowns
Backpack Items (5/8):
Rope
Rope
Hooded Red Robe
Blanket
Bottle of Wine
Special Items:
» MAP
Ticket
Red Pass
Blue Stone Triangle
Firesphere
Diamond 3x
Silver Helmet of Brain Sucking
Scroll
Dagger of Vashna
Sash
Brass Whistle
Brass Whistle
Quiver ()
Padded Waistcoat
Ticket to Rhem
Fireseed
Power Key
Note - "123"
Shield
Special Effects:
Zeit: 20:00 Uhr
:>