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Legendary Kingdoms

- Book One -
The Valley of Bones
Published by Spidermind Games Ltd

ISBN: 978-1-9160704-0-0

©2019 Spidermind Games


Legendary Kingdoms © Spidermind Games Ltd. All Rights Reserved.

SECOND PRINTING

Author & Game Design Oliver Hulme


Producer Jon Lunn
Book Design Bruce Kennedy
Editor Janet Horwood
Lead Illustrator Robin Smith
Cover Artist Claudio Pilia
Valley of Bones Map Jamie Noble Frier

Playtesters:
Tom Hinton, Alison Goodman, Sean Donahue, Timo Lemburg

To Em-kins, who first freed the Valley, all those years ago.

All rights reserved.


No part of this publication may be reproduced, stored in or introduced into a retrieval system or transmitted, in any form, or by any means
(electronic, mechanical, photocopying, recording or otherwise) with the exception of the character sheets and maps for personal use, without the
prior written permission of the publisher or unless such copying is done under a current Copyright Licensing Agency license. Any person
who does any unauthorised act in relation to this publication may be liable to criminal prosecution and civil claims for damages.

Printed by PNB Print SIA “jāņsili”, Silakrogs Ropažu novads, Latvia LV-2133
Legendary Kingdoms
Adventure Book Series

- Book One -
The Valley of Bones
Danger and adventure in a barbarian land of blood and sand

- Book Two -
Crown and Tower
House Dayne struggles against its ancestral enemies
in the medieval county of Longport Bay

- Book Three -
Pirates of the Splintered Isles
Adventure on the open sea, thwarting buccaneers
and exploring mysterious islands

- Book Four -
The Gilded Throne
Politics and power in the corrupt duchy of Pendrilor

- Book Five -
The Savage Lands
Explore the ruins of the greatest civilisation the world had ever seen,
but be careful not to awake the beast that destroyed it

- Book Six -
Drakehallow
The gaunt, smoking cities of Drakehallow have at last
opened their doors to visitors. Watch your step...
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NAME NAME

Attribute Skill Modified Attribute Skill Modified

FIGHTING FIGHTING
STEALTH STEALTH SPE LLBOOK
LORE LORE
Character
SURVIVAL SURVIVAL
CHARISMA CHARISMA Spell & Description Recharge

A RMOUR A RMOUR 1
HEALTH HEALTH

EqUIPMENT EqUIPMENT
3

6
N OTES N OTES

SPE LLBOOK
Character

Spell & Description Recharge

NAME NAME
1

Attribute Skill Modified Attribute Skill Modified


2
FIGHTING FIGHTING
STEALTH STEALTH
3
LORE LORE
SURVIVAL SURVIVAL
4
CHARISMA CHARISMA

A RMOUR A RMOUR
5
HEALTH HEALTH

EqUIPMENT EqUIPMENT

MoNEY

N OTES N OTES
Codes The Vault
A1 A11 A21 A31 A41 A51 A61 A71 A81 A91
A2 A12 A22 A32 A42 A52 A62 A72 A82 A92
A3 A13 A23 A33 A43 A53 A63 A73 A83 A93
A4 A14 A24 A34 A44 A54 A64 A74 A84 A94
A5 A15 A25 A35 A45 A55 A65 A75 A85 A95
A6 A16 A26 A36 A46 A56 A66 A76 A86 A96
A7 A17 A27 A37 A47 A57 A67 A77 A87 A97
A8 A18 A28 A38 A48 A58 A68 A78 A88 A98
A9 A19 A29 A39 A49 A59 A69 A79 A89 A99
A10 A20 A30 A40 A50 A60 A70 A80 A90 A100

Your Fleet
Ship Name Fighting Health Cargo Units Location Cargo

Your Armies The Battlefield


Unit Strength Morale Garrison The Enemy
Left Flank Support Centre Support Right Flank Support

Left Flank Front Centre Front Right Flank Front

Your Forces
Left Flank Front Centre Front Right Flank Front

Left Flank Support Centre Support Right Flank Support

Mission Notes
– Legendary K ingdoms –

THE VALLEY OF BONES

THE ADVENTURE BEGINS... Things you will need

W elcome to Legendary Kingdoms, a fantasy Before you start, grab yourself a pencil and an
adventure gamebook where you take eraser. You will need these to make notes about
a party of adventurers into a dangerous and your characters’ skills and any treasures you find.
adventure-filled land. Early in your career you In addition, you will need a set of normal, six-sided
will simply attempt to survive in a world of peril, dice. Try to grab as many dice as you can; you will
but as you become more famous and powerful probably want at least six.
your actions will determine the fates of empires.

Legendary Kingdoms is a series of books, with Your Party


each book covering a different area of the world.
You must select a group of four adventurers to explore
You keep the same party of adventurers throughout,
the Legendary Kingdoms. These adventurers are called
improving in skill and power, discovering new
party members, and each has their own backstory and
lands and curious civilisations. At any time you
set of abilities. You can select any four party members,
can leave one book and go to another by simply
but it is wise to have a balance of different skills in your
travelling off the edge of the map (or flying, sailing,
party. If you only select the fiercest fighters, you might
magically transporting yourself, or any number of
struggle when it comes to sneaking around or charming
other astonishing ways). Your party members all
people. Once you have selected your party members,
have their own stories to tell, including romances,
you should note down their skills and abilities on the
settling old scores and quests for enlightenment.
adventure sheet provided at the back of this book.
You can play these books any way you choose; as simple
You can also download a copy of this sheet from
travellers, exploring strange ruins and wonderful cities,
www.legendarykingdoms.co.uk
as revolutionaries, determined to overthrow tyranny,
or as crusaders against a dark and lurking threat.

Before beginning your game you must select a party Lord Ti’Quon and Amelia Pass-Dayne can cast spells,
of adventurers and learn a few rules about skill which makes up for their poor skill and health scores.
checks and combat. After that, turn to reference 1 to You can read the rules on spells a little later on.
begin your adventures. Good luck, and may St Elias
watch over you.

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Sar Jessica Dayne Lord Ti’quon


Fighting 5 Survival 2 Fighting 1 Survival 1
Stealth 1 Charisma 4 Stealth 2 Charisma 2
Lore 3 Health 8 Lore 5 Health 6

- Spellcaster -
Sar Jessica Dayne is a first-born knight of Royce. Her
father, Baron Baldwin Dayne, is an ambitious contender Lord Ti’quon is a classically trained sorcerer from
for the rulership of Longport Bay, an important county. Drakehallow. Thanks to his family’s wealth he has been
She is a powerful warrior, of impeccable noble blood, able to learn his craft in the halls of Animus Mast, the
but she has received little love or affection since the death premier academy for mages in the world. His knowledge
of her mother when Jessica was a girl. She is due to is vast, learnt from library stacks and obscure scrolls,
inherit the barony in preference to her younger brother, and his ambition is as great as his knowledge. Though
Ridley, but has clashed with her father in recent years, at the beginning of his journey in the arts of magic,
putting her inheritance in doubt. Sar Jessica hopes to Ti’Quon shows great promise. He is handicapped,
become a rich and important woman in her own right somewhat, by a lack of empathy, although his rich and
before confronting her father at Fosterly Castle. regal voice make up for his curtness. If he can find
additional sums for more tutelage, he desires to return
to Animus Mast to unlock yet greater secrets of sorcery.

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Tasha Amelia Pass-Dayne


Fighting 3 Survival 3 Fighting 3 Survival 3
Stealth 5 Charisma 3 Stealth 2 Charisma 1
Lore 1 Health 8 Lore 2 Health 6

- Spellcaster -
Tasha is a buccaneer from the Splintered Isles and is
little more than an outright thief. She is born to the Amelia is the half-sister of Jessica and grew up with her
sails, and her family have lived on ships and in coastal in Fosterly Castle. Her mother was a forester who took
taverns for generations. Tasha has stolen and squandered Amelia away from the castle when it became obvious
great fortunes in her time. Her extravagance and her that Baron Baldwin, her father, would take no interest
love of a pretty face has meant she has seldom held onto in the girl. Since maturity Amelia has lived in the
money for long. Most recently she was ripped off by wild forests of the Savage Lands, learning earth magic
her lover, Katherine of Middenmarch, a country girl from the druids of that isolated place. Though slender,
who was apprenticed to Tasha, before betraying her she has become a rugged survivor, who can live off the
mistress and selling her off to slavers. Getting even with land and fight off wild beasts. Her magic is instinctive,
the bumptious pirate is foremost in Tasha’s mind. and much mocked by more scholarly wizards, but it is
no less potent for all that. Amelia dreams of becoming
a full-circle druid, but knows that she must learn
much before returning home to the Savage Lands.

– THE VALLEY OF BONES –


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Akihiro of Chalice Brash


Fighting 4 Survival 5 Fighting 2 Survival 1
Stealth 3 Charisma 1 Stealth 4 Charisma 5
Lore 2 Health 8 Lore 3 Health 8

Akihiro is a brooding young man from the Valley of Brash was born in Royce, in the duchy of Pendrilor.
Bones, who was banished from his city when he failed He was a pot washer in Vasthall, the stately home of
in his training to become a Kensai, a sword-saint of Duchess Elenor Mauntell, but unwisely engaged in a love
Chalice. A superb swordsman, Akihiro is his own triangle with her and King Frances Goldwell. Fleeing
worst enemy. He tortures himself over his failure to before he could be hung, Brash has since lived on his wits,
balance his mind and body. Since that time Akihiro travelling the world to escape the King’s agents. He can
has become an adept survivor, able to find water in the talk his way out of almost anything, and his ability to
driest desert, and food in an empty wilderness. Though escape danger is second-to-none. One day, Brash will
he tells himself he has given up, he longs in his heart to need to sort out the mess he left behind in Vasthall, but
return to Chalice to attempt the tests again. Perhaps not until he has gained a little worldly experience.
it is time for Akihiro to emerge from the wilderness
and restore his own and his family’s honour?

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Skills skill being checked. For a team check you can combine
the skill dice from two characters. For every die that is
Every party member has five skills, that are used to get equal to or greater than the DC of the check you gain
them out of sticky situations. one success.
Fighting determines your skill in personal combat, Example: Tasha, Akihiro, Sar Jessica and Lord
as well as your physical strength. Ti’Quon are trying to sneak past a goblin on guard
duty. They need to pass the ‘Sneak past the goblin’ skill
Stealth helps you sneak around, hide from enemies,
check. Since this is a team check, the player choses
or lose pursuers in a crowd.
the two best party members at Stealth – in this case it
Lore is your knowledge of arcane, will be Tasha (Stealth 5) and Akihiro (Stealth 3). The
religious and historical facts. player takes 8 dice and rolls them all. Because the DC
of this check is 4+, every result of 4 or more is a success.
Survival helps you forage in the wilderness, The player rolls a 6, 5, 4, 3, 3, 2, 2 and 1.
navigate forests, climb mountains, etc. Three of these dice have rolled 4 or more, so the team
get three successes.
Charisma is your ability to charm,
intimidate and persuade people you meet. In order to pass a skill check you need a certain number
of successes. In this skill check you need 4 successes to
Usually the values of your skills don’t change very
pass it. The team in our example have failed and will
much. However, you might sometimes be told to
now have to face the consequences!
improve or reduce your skills during your adventures.
There is no maximum skill score, but no skill can drop No matter how high your skill scores, you cannot roll
below 0 for any reason. more than 20 dice for a skill check. If you have more
dice than this, you might consider using Skill Focus,
which you can find in the Advanced Rules at the back
Skill Checks of the book.

You will often be asked to make a skill check Health


when you want to accomplish something difficult.
Each party member has a number of Health points, which
An example of a skill check is printed below:
determine how much damage they can take. This number
Sneak past the goblin (Team check)
is likely to go up and down a lot during your adventures.
Skill and DC: Stealth (4+) It is important to remember the maximum, unwounded
Successes Required: 4 health of a party member, as your Health score cannot
There are two types of skill check. Individual checks rise above this number when you recover Health points
mean that you must choose a single party member to due to healing or resting. Sometimes, by completing a
pass the check. Team checks allow you to choose two particularly difficult adventure or task, you can increase a
party members to combine their skills to pass the check. party member’s Health score above this maximum value.
The book will tell you when this happens.
The skill check will tell you what skill is being used in
the Skill and DC (difficulty class) section of the check. If a party member’s Health ever drops to 0, then they
In this case you are using the Stealth skill to sneak past are dead. There is no way back from death - the party
the goblin. member is lost forever. Usually you can take any
equipment you wish from a dead party member, unless
To make a skill check, roll a number of dice equal to the the book specifically tells you otherwise.

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Combat reduce their Health by that many points. Once all


the opponents have attacked, you may attack again
When a fight happens, your entire party works with all your party members. Keep doing this until
together to defeat your foes. When you get into a fight all opponents have been defeated or your whole party
you will be presented with a list of opponents (enemies has been killed.
you must defeat in combat).
The opponent list will look something like this:
Armour Saves
Opponent Attack Def Health If your party members are wearing armour they can
Goblin 4 (5+) 4+ 6 attempt to reduce the Health damage they take in
Orc Bodyguard 6 (4+) 4+ 10 combat. Roll a number of dice equal to that party
Your party always strikes first in combat. Choose a member’s Armour score, or equal to the amount of
party member to go first, then select an opponent from damage they have taken, whichever is less. For every
the list to attack. Roll a number of dice equal to the 4, 5 or 6 you score on your armour save you can reduce
party member’s Fighting score. If the party member the damage taken by 1 point.
has no weapon, reduce their Fighting score by 1. Example 1: Sar Jessica is wearing leather armour
To inf lict damage your dice rolls must equal (Armour +1) and is carrying a shield (Armour +2),
or exceed the Defence score of the opponent. giving her a total Armour score of 3. A hideous sand
For each die that does this, you inflict 1 point of Health lizard has just inflicted 4 points of Health damage on
damage. Any opponents reduced to 0 or fewer Health her. She rolls a three dice Armour save and scores a 4,
points are defeated. 5 and 4. She has deflected three points of damage and
only loses 1 Health point.
Example: Tasha (with a Fighting score of 3) wants to
attack a goblin with a Defence (Def) score of 4+. She Example 2: Sar Jessica has just been hit again by
rolls three dice which come up as 2, 4 and 5. She scores another sand lizard, but for just 2 points of damage.
two hits, and the goblin loses two Health points. She can only roll two armour dice, because you cannot
roll more dice than the amount of damage you have
Make an attack with each of your party members, in just taken. She rolls a 1 and a 3. She fails both saves
any order you choose. If there are any opponents still and loses 2 Health points.
alive after your entire party have attacked, the enemy
will take a turn. An opponent’s Attack score is divided Opponents do not make Armour saves. Instead,
into two. The first number is the number of dice they heavily armoured opponents have higher Health
roll, the second is the number they need on each of scores to represent the fact that they can take more
those dice to score a hit. damage.

Example: An orc warrior has an Attack value of 6 (4+). You can only make Armour saves in combat.
This means the orc rolls six dice, each of which needs a If you take damage at any other time, such as from
4 or more to score a hit. starvation or being crushed by rocks during your
adventure, you cannot make Armour saves against
Starting with the first opponent on the list, make an that damage.
attack with each opponent in order. If they score any
hits, decide which party member has been hit, and

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Casting Spells in Combat Mass Combat spells are rare, and can only be used when
armies clash against each other.
Instead of making an attack, a party member can cast
a spell instead. The spell description will tell you what Sea Combat spells are also rare, and are used exclusively
happens when you do this. during ship to ship combat.
Some spells cover more than one area. A spell that is
described as Adventure/Combat can be used both in
Automatic Damage combat and while adventuring.
Some enemies are so fierce that a portion of their
attacks are unstoppable. You will see this displayed in
bold like this: Charging and Draining spells
Opponent Attack When you first discover or learn a spell it starts charged.
Brimstone Dragon 7 (3+) +2 Auto Charged spells are ready to be cast when the spellcaster
wishes. As soon as you cast a spell, it becomes drained
In this case, in addition to the Brimstone Dragon’s 7 and cannot be cast again until you recharge it.
attack dice, it also inflicts an extra 2 points of damage
automatically. You can make Armour saves against Every spell has a recharge cost in its description, which
this extra damage as normal. covers the price of the special components you will
need to cast it. You can recharge a spell when resting
Author’s Note: at most inns, and might find some places where you
Fortunately, in Book 1: The Valley of Bones, you can recharge a spell for free!
will not discover any monsters with this nasty
ability, but look out for them in other books! The text will tell you when you can recharge a spell.
It can get expensive to cast spells all the time, so only
use them when it’s urgent.
Spells
Characters who can cast spells are called spellcasters. Discovering new spells
Spellcasters store their spells in spell books, but can
only know a maximum of six spells at any given time. Spells can crop up in the strangest of places, so keep
When you begin the game, each of your spellcasters an eye out for any opportunity to learn new ones. You
can start with three spells, chosen from the starting can hold a maximum of six spells in your spell book
spells section, which you’ll find at the end of the rules at any given time. If your spell book is full and you
section, just before reference 1. discover a new spell you really want, you can rub out
an old spell to make room for a new one. All new
There are a number of different types of spell: spells you learn begin charged.
Adventure spells can be cast at any time except in You cannot learn the same spell more than once in
combat. These spells help you overcome hazards, beat your spell book. Your starting spellcaster cannot, for
skill checks, or find secret areas. example, learn three Ice Bolt spells!
Combat spells can only be cast in personal combat.
They usually harm or hinder your opponents,
or provide you with a useful bonus in combat.

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Equipment Armour bonuses


Each of your party members can carry a maximum Armour works slightly differently.
of ten items of equipment. Items that you can take
during the adventure will be listed in bold. You can You can get Armour bonuses from many different
pass items between your party members at any time, items and they all add up together. For example, if
except during combat or when you are making a skill you were wearing chain armour (Armour +2) and a
check. shield (Armour +2), both would add together to give
you a maximum of 4 Armour dice. There are some
Many items you find will give you one or more bonuses restrictions, however:
to your skills, Health or Armour.
You cannot wear more than one suit of armour or one
The bonus they give is listed in brackets after the robe at any given time. You will know a suit of armour
item, for example an iron shortsword (Fighting or a robe because it has the word ‘armour’ or ‘robe’ in
+1) increases the Fighting skill of the party member its name.
using it by 1 point. This bonus is applied only while
the party member is using the item. Rather than You can only use one shield.
adjust the skill score of the character it is better Any other items that grant Armour bonuses, such as
to put the bonus in the ‘Modified’ column on the magical rings or amulets, can be worn in any combination
adventure sheet. If Sar Jessica Dayne, with a Fighting and their Armour bonuses are added together.
score of 5, used the iron shortsword (Fighting
+1), you would record the modification like this:

Attribute Skill Modified


Dropping Items
Fighting 5 6 If you are carrying too many items and wish to make
room for more, you can simply rub out an item you
If Sar Jessica ever lost her iron shortsword, you can don’t want on your adventure sheet. However, this
then simply rub out the modified number rather than means it is gone forever.
her base skill score.
If a party member ever possesses more than one
item that gives a bonus to the same skill, only use Money
the highest modifier. If Sar Jessica owned a steel Silver coins are the standard currency in Legendary
longsword (Fighting +2), and an iron shortsword Kingdoms. You can carry any amount of money on
(Fighting +1), she would only gain a +2 bonus to her you at any given time. Silver is a lucky metal – if a
Fighting skill, not +3. party member dies and their body cannot be found,
Some weapons are two-handed. These are marked you can assume that, luckily, they weren’t carrying any
with an asterix (*) after their name, such as iron cash at their time of death. Only if the text specifically
greataxe (Fighting +2)*. You cannot use a shield and tells you to lose your money, or you spend it, will you
a two-handed weapon at the same time. lose silver coins.

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The Vault Romance


The Vault is a magical storehouse where your party Your party members are young and passionate, and it
can keep items of equipment and silver coins that is only natural that they might fall in love, either with
they want to keep safe, but not on their person. each other or people you meet in the game. When a
There are many ways to access The Vault. party member starts to feel some romantic affection
they will gain a ‘heart’. When this happens, note
The easiest is with the magic cabinet spell which down the name of the person your party member
grants you immediate access at a time of your is falling in love with, and draw a little heart next
choosing. Some buildings might also grant access to to it. The more hearts that person has next to their
The Vault as well. No matter where you access The name, the more attracted your party member is to
Vault from, the items you store in it will be the same. that person!
For example, if you put a magical ring into The Vault
in Drakehallow, you will find it there when you open
The Vault in the Valley of Bones. There is no limit Other Rules
to the items you can store in The Vault, although you
might have to write very, very small if you want to There are other rules in the game, such as what
store lots of things! to do when you buy a ship, or how to manage
armies. However, you can deal with that as you
play the game. To start with you must survive, find
some equipment and make a name for yourselves.
Codes You can worry about the clash of empires when you
To keep track of the events that happen in your have more than a few silver coins in your pocket.
adventure you will be asked to record Codes, such
a B12 or E13. When this happens just circle the
appropriate code on the back of your adventure sheet.
Don’t rub out a code unless the book tells you to do so.
Sometimes you will be asked if you have a certain
code or item. If you do, immediately turn to the
paragraph number indicated.
Occasionally you will be asked multiple times if you
have a certain code. When this happens, check each
code in the order in which you are asked, otherwise
you may turn to a paragraph that doesn’t make sense.

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– Legendary K ingdoms –

Spell List for Starting Characters

Animal Speech (Adventure) Poison Stream (Combat)


You are able to communicate using A sickly green poison jets from your hands.
the secret language of animals. Make two immediate attacks with a Fighting score
The text will tell you when you can of 5, against two different opponents.
cast this spell. Recharge: 50 silver
Recharge: 50 silver
Unfailing Strike (Combat)
Armour of Heaven (Combat) A pillar of energy sizzles into a single foe.
Gain a +3 bonus to one party member’s Armour Choose an opponent to lose 3 Health.
which lasts until the end of this battle. Recharge: 50 silver
Recharge: 50 silver
Wolf Spirit (Adventure)
Ice Bolt (Combat) You summon the spirit of the wolf to help
You conjure a great block of ice and hurl it at guide you from danger in the natural world.
your foe with magical strength. Cast this spell when you fail a Survival check.
Make an immediate attack with You gain an additional 3 automatic successes
a Fighting score of 8 against any opponent. for this check only.
Recharge: 50 silver Recharge: 75 silver

Magic Cabinet (Adventure)


You summon a magic cabinet made of purple wood. You can use this cabinet
to access The Vault, storing and/or taking out as many items as you wish.
When you have done this, the cabinet will
vanish, until summoned again.
Recharge: 100 silver

NOW, TURN TO
1
AND BEGIN YOUR ADVENTURE...

– THE VALLEY OF BONES –


– Legendary K ingdoms –

1 3
You stir into consciousness. Heat and blazing sunlight... The treasure chest contains 200 silver coins and a
the slow rumble of a wagon... heavy chains upon your bluestone. Take what you wish, and then record the
limbs. You groan, your mouth dry, your stomach empty. code A45. Not wishing to tarry longer, you depart the
As your eyes focus you can see your companions, fellow chamber and return to the crossroads. Turn to 46.
survivors of the brutal pirate attack, crushed together
with you upon the f loor of a rolling wagon. You 4
remember little since then, except vowing to your new- You swoop Amelia up into your arms just before she
found friends that you would stick together, come what reaches the wine barrel. She shrieks in delight and
may. You are relieved to see that they are still alive, but throws an arm around your neck.
where are you? “Is it my prinsh charming?” she slurs, nuzzling into
Gazing through the bars of the wagon, your eyes your chest.
focus on a blazing yellow-grey desert. To your left, filling “Well... if by prince you meant castle pot-washer,
the sky, are the Stonewalls – a massive and impenetrable then yes,” you smile, carrying her over to her quarters
mountain range that divides the barbarian kingdoms in the palace.
of the south from the antique and mysterious lands of “Tell me something,” says Amelia dreamily, between
Drakehallow. But which side of the range are you? snoozes, as you bear her through the palace. “Why are
The answer becomes immediately apparent as you look you so charming to everyone except me?”
beyond the smelly dragonyaks which are ponderously “Charming is another word for lying,” you say in a
hauling your cage. A vast, crumbling city of minarets rare moment of honesty. “I’d never lie to you, Amelia…”
and run-down adobe buildings fills your view. The sting Her snores cut off a potentially romantic moment.
in the air and on your lips tells you all you need to know. Tucking her into bed you go to join the rest of your
This is Saltdad, cruel throne of the tyrant Iron King, one companions. Note in Amelia’s notes box that she has gained
of half a dozen tin-pot dictators in the barbaric Valley a heart for Brash. Brash also gains a heart for Amelia.
of Bones. You are far from civilised lands here… Now turn to 280.
Thin-faced slavers with spears rattle the sides of your
cage, barking at you to get down. You slump on your 5
hindquarters. For the moment there is nothing you can
You meet up with the lead scholar, Emlyn Pass-Ross,
do with you and your companions in chains. You swear
who is already loading supplies onto the mules. She is
you will regain your freedom and start your lives anew.
joined by three other young scholars who look fresh out
But first, you must survive the horrors of slavery.
of university. They don’t look the type who could handle
Turn to 631.
themselves in a dangerous jungle.
“We’ll follow our established route into the jungle,
2
and then branch off south once we reach the checkpoint,”
The orcs snarl as they see you, lurching to attack. says Emlyn. “We’ve discovered all sorts of interesting
Opponent Attack Def Health plants, but so far surprisingly little that is edible.”
1st Orc 6 (4+) 4+ 8 “What kind of dangers will we face?” you ask.
2nd Orc 4 (4+) 3+ 9 “Most of the jungle beasts leave us alone... to be
honest, the monkeys are the most dangerous things
If you win, turn to 478. You can flee at the start of you’ll find. They travel in huge packs. They’re intelligent,
your round if you wish. If you do, the orcs will chase thieving sorts. You should watch out for them.”
you out of the dungeon. Turn to 515.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Sir Lawrence emerges from his tent to kiss his the right way for animation. The book claims you will
daughter goodbye and to wish you luck. Soon you have even be able to have the skeletons fight for you, though
emerged from the wooden gates of Lhasbreath and are they lack the wit for more complex tasks.
making your way towards the wall of trees that is the Invoke the ritual (turn to 419)?
Lhasbreath jungle. Within the canopy of the jungle it Return to the crossroads (turn to 310)?
is hot and humid. The ground is moist and seems to be
the nest of thousands of tiny, biting insects. It must have 9
rained recently, for the path ahead is flooded. Emlyn With a high kick you send the final monk sprawling.
curses. She intended to take that route through the The other monks in the temple lower their eyes and
jungle to reach the checkpoint. return to their duties, unwilling to block your progress
Follow the flooded path anyway (turn to 609)? further. You retrieve your weapon and march smartly
Take the expedition off the path and lead them into the temple.
through the jungle (turn to 863)? Honnu is waiting for you, cross-legged on the floor.
You join him in meditation for an hour or so, your
6 companions venturing elsewhere in the city now they
You have already attempted to find a silver idol in the can see you are safe. “It is rare for a supplicant to be
Caves of Uranu. If you were successful, you do not need granted the trials of perfection twice, but you are an
to look again. If you failed, you will not find another unusual man, Akihiro. You must know that your father
here. Either way, turn to 346 and choose again. never returned from the trials. But I sense in you a steel
he never had.”
7 “Thank you, Honnu,” you say, bowing your head.
If Sar Jessica Dayne or Akihiro is in the distraction team “There would be little point in having you study
they refuse to comply. Their sense of personal honour at the temple, you are already skilled in your craft,”
is too strict to attempt such a strategy. Turn to 169 and shrugs Honnu. “Instead I shall send you straight onto
choose again. Otherwise, read on. your tasks. Two must be completed before you are
The guards have been looking at you with hungry eyes deemed worthy. It is traditional to send an applicant
recently. You sidle up to the gate-house guards, suggesting to retrieve some trifling artefact as proof of dedication;
all sorts of pleasures could await them in exchange for a a tedious matter, since the only item of true worth is
few paltry rations. Only party members assigned to the enlightenment. Therefore, I bid you find me a silver
distraction team can contribute to this check. idol. Find yourself, Akihiro, whilst you are at it.”
Seduce the Guards (Team check) “Where can I find a silver idol?” you ask unsurely.
Skill and DC: Charisma (3+) “I’m sure more than one exists, but a man of open
Successes Required: 2 mind and willing to embrace his destiny might find one
If you succeed, turn to 364. If you fail, turn to 588. in the caves of Uranu,” suggests Honnu. “That place has
tested, and slain, many a kensai aspirant. Go wisely,
8 Akihiro. I shall see you soon.”
You cast your eye over the book. It seems to detail Gain the code A50. You rise, bow, and go to re-join
instructions about how to prepare skeletons for animation your companions. Turn to 450.
and control. If you have the code A75, turn to 845.
If not, read on. 10
It looks like the hard work has been done for you. “You should send the man to the Church of Cursus
Four skeletons have been laid out and prepared in exactly and have priests ritually scar him,” says Ti’quon coldly.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

“That way he shall be both punished and spiritually 14


improved.” You have returned to the Tumblestones, in the hope
“Yes!” hisses the king. “The scarring is most painful. of discovering more ancient secrets. Alas, a recent
Send this dog to the church!” sandstorm has buried the exposed stones, with only the
The poor man is dragged away, and the king retires stern face of the old king left unburied, to stare across
with his councillors to discuss other business. You take his ruined empire for all eternity.
the opportunity to slip away from the hall. Disappointed, you leave. Turn to 453.
“A rather harsh punishment, ritual scarring,” you
mutter to Ti’quon as you exit the building. 15
“True enough,” admits Ti’quon. “Except that I
There are few valuables amongst the goblins, though
noticed the poor man had already been scarred by the
you manage to scavenge 15 silver coins from the entire
priests, and it is forbidden to perform the ritual twice.
horde. Pleased to have survived you make your way
Getting him out of the sight of the mad king seemed
onwards. Turn to 395.
to be the most important thing.”
You shake your head, smiling.
16
Record the code A34 and turn to 19.
You have chosen to battle one of the dark knights of
11 Abraxas. Good luck!
You carefully begin to sneak out of the chamber, but
Opponent Attack Def Health
you are out of luck. The orcs spot you as you attempt to
Skallos 9 (4+) 5+ 20
climb the stairs, and leap to a savage attack. Turn to 213,
Green Skeletons 8 (4+) 3+ 30
but note that the slaves cannot help you in this battle, as
Notes: On any round when Skallos does not take
their chains are too short to attack the orcs now they are
damage, he will unleash a roar of black magic. Each
at the back of the chamber fighting you.
party member must lose 1 point of Health, and Skallos
will restore 4 points of Health, up to his maximum of
12
20 Health points.
You are making your way across the Westroad, an ancient If you win, turn to 811.
highway built up to resist the burying sands of the Valley.
Travellers and soldiers pass intermittently, making their 17
way between the cities of Saltdad and Clifftop.
Do you have a tithe report?
Roll a die.
If so, turn to 246. If not, read on.
1-2 turn to 466.
The Iron King is most displeased to see you.
3 turn to 397.
He clicks his fingers and soon you have been dragged
4-6 turn to 569.
away to the dungeons for a gruesome session of torture.
Each party member loses 4 Health points. Afterwards,
13
the king has the guards dispose of you as they see fit.
What do you wish to do now? Turn to 55.
Board your ship
(only if you have a ship here, turn to 851)? 18
Enter the wide tunnel (turn to 593)?
If you have the code A57, turn to 350. If not, read on.
The door in front of you is stuck. To get it open you will

– THE VALLEY OF BONES –


– Legendary K ingdoms –

have to force it. To do this make the skill check below. Saltdad commoner. The dissonant bells of the church
Otherwise you can consider other exits from the room of Cursus clang across town, followed by dirge-like
by turning to 494. processions of rag-wearing choristers singing hymns
Force open the door (Individual check) of dull praise to their uncaring deity.
Skill and DC: Fighting (5+) The whole rotten town is perched atop a cliff some
Successes Required: 3 fifty or so feet tall, and yet this is a port city. A gigantic
Note: If you have a prybar, the DC is only 4+. cargo crane leers over a thin and precarious path to the
If you succeed, the door pops open, record the codeword wooden harbour below, where at least some signs of life
A57. If you fail, you strain yourself, lose 1 Health point. and love can be heard from the cluster of taverns that
If you get the door open you can explore the corridor serve the sailors.
beyond by turning to 350. If the door is still stuck you Visit the King’s Hall (turn to 557)?
can keep attempting the skill check above until you Go to the marketplace (turn to 759)?
succeed, but your selected party member will lose 1 Go to the slave market (turn to 152)?
Health point each time they fail. You can consider other Visit the harbourside taverns (turn to 505)?
exits from the room by turning to 494. Go to the Church of Cursus (turn to 207)?
Head to the dockyard (turn to 703)?
19 Explore the city (turn to 354)?
You are in a dreadful city of poor mud-brick and Leave the city east, along the road (turn to 12)?
grass hovels, surrounded by weed-filled cropland. Leave the city south, into the desert (turn to 725)?
Even the most impressive buildings are little more
than timber halls, sagging under the weight of their 20
own roofs. The local peasants are care-worn and well The passageway opens up into a long hall, lined with
whipped, scarcely better dressed than slaves. The stamped bronze plates. Torches burn in brackets along
wealthier members of the town dress less well than a the walls, illuminating hideous murals of serpents

– THE VALLEY OF BONES –


– Legendary K ingdoms –

devouring animals, trees and rocks. You see daylight 22


ahead and come upon a chamber whose roof is open Avoiding Chellar’s room, you still manage to secure a
to the blazing sun. It is another temple chamber with pretty horde of items. You may take any or all of the
black altars and fine silverwork dominating the room. following: jewellery box, calligraphy ink, silver idol,
Rising from his position in front of the high altar, a gold portrait, bronze scorpion. You emerge with
snakeman priest in flowing vestal robes turns to gaze at Brekken back onto the landing. You decide, with a
you with piercing eyes. mutual nod, that you have pushed your luck far enough
“The heretic slaves return!” he hisses. “Do not think in the house and make your way back out of the windows
that you can seek repentance from the lord of judgement and into the streets of the city. Turn to 833.
now! Once a traitor, always a traitor!”
If you have the code A41, turn to 714. If not, read on. 23
“We have betrayed no one!” you reply. “You have
You emerge into a short corridor running west to east.
trapped us here. Allow us to leave and we will do you
To the west you can make out a crossroads. To the
no harm.”
east a flight of stairs leads upwards. There is a door in
“Liars! You have stolen our god!” spits the
the south wall.
snakeman priest. “Our breed faulters and dies. Now,
Go west (turn to 310)?
you shall die with us!” The snakeman hisses foul words
Go east, up the stairs (turn to 437)?
of sorcery. Suddenly the temple walls begin to crack,
Go through the door in the south wall (604)?
and blocks of stone rain down upon you. Even as the
temple collapses the snakeman priest advances towards
24
you, brandishing his staff.
You have entered a chamber which is well furnished with
Opponent Attack Def Health flags and banners. It has the feel of a Chalice temple,
Snakeman Priest 4 (4+) 3+ 16 although there is no sign that anyone actually worships
Note: At the end of each of the Snakeman Priest’s here. A statue of a kneeling monk rests at the far end
turns, blocks of stone come raining down from the walls. of the room. There are two exits from the chamber,
The priest and each party member loses 1 Health. each of them leading to a tunnel with stairs ascending.
This continues each round until the priest has been slain. Gain the code A77.
If you have a hygliph flower, the priest is put off by its Suddenly you see a light coming down the left-hand
pungent odour and requires a 5+ on his attack rolls to stairwell. Something is coming... but it is walking softly;
inflict damage during this battle. you cannot make out the sound of footsteps.
If you win, turn to 881. Hide behind the statue (turn to 782)?
Confront whoever is coming down the stairs
21 (turn to 757)?
You are steering along the jungle peninsula, across waters
25
known as Cape Porta. It is a famous lair of pirates and
other ne’er-do-wells. Roll a die. On a 1, turn to 429. You stand in the shadow of the Stonewalls, the finger-
Otherwise you can now sail north towards Clifftop (turn like crags soaring high into the burning sky. Cut into the
to 82), east towards Cursus (turn to 814), or west towards roots of a tall mountain are the infamous salt mines of
the Savage Lands (turn to The Savage Lands 75)? Saltdad. Dozens of warehouses are scattered around the
entrance of the mine, with workers boiling away the salt
from rock with water drawn from the Cold River to the

– THE VALLEY OF BONES –


– Legendary K ingdoms –

east. Below your feet, and deep into the mountain, you Soon, the runes around the circle blaze into light,
know that thousands of slaves toil in the grim darkness. dousing you with brilliant coloured energies. When
The mine guards bring you to the owners, hard-faced the glow finally wears off you feel stronger than before.
men with unflinching stares. Choose a party member and increase their maximum,
If you have the code A1, turn to 532. If not, read on. unwounded Health score by 1 point.
“I suppose you are here about the troglodytes,” sighs Feeling more vigorous than ever, you return to the
Clavod, the mine master. “We are losing so many slaves crossroads (turn to 566).
it starts to become worth protecting them after a while.
The deal is 25 silver for each troglodyte head you bring 27
me. Take it or leave it.” The Everchild presents you with a bar of gold bullion to
Clavod sees your blank expression. “Unless you came to help convince the mercenaries to change sides. Ayleta has
arrange salt transportation, of course,” he says hastily. “We been in private communication with the mercenaries for
can transport salt to ships moored in Clifftop or Cursus.” some time and has already negotiated a safe path between
Accept the mission to hunt the troglodytes (turn to 681)? the mercenary encampment and the Everchild’s forces.
Sell him some troglodyte heads (turn to 233)? You are received coolly by the unit captain, who
Express interest in buying salt for your ships (turn to 575)? cautiously welcomes you into his tent with his officers
Apologise for wasting the mine master’s time and bodyguards around him. You state your opinion
and leave (turn to 722) that the Everchild’s victory in the coming conflict is
all but certain, and that she is willing to let mercenary
companies that co-operate with her depart safely.
Matters soon turn to money, with the mercenary captain
suggesting that quite a lot of additional money will be
coming his way should the patriarch win the battle, and
Saltdad and other cities need to be supressed. He is also
worried about his reputation if he plays turncoat without
fighting even a single battle for his employer. Only party
members assigned to the mercenary team may assist with
this skill check.
Bribe the Mercenaries (Team check)
Skill and DC: Charisma (6+)
Successes Required: 7
Note: If you give the mercenaries a bar of gold bullion,
the DC of this check becomes 5+. If you give them two
bars, the DC becomes 4+. If you give them three bars
the DC becomes 2+.
If you are successful, turn to 122. If you fail, turn to 832.

28
26 You come across a group of zealots from Cursus,
Cross the quicksilver off your adventure sheet. You sweeping the land for any heretics or unbelievers they
pour the liquid metal into the well and cross your fingers. can find. If anyone in your group bears ritual scarring,
the zealots will let you pass. Otherwise they bombard

– THE VALLEY OF BONES –


– Legendary K ingdoms –

you with questions about the faith, to determine your 32


worthiness. You quietly utter the correct counter spells to render
Answer Cursite zealots (Team check) the arcane wards passive. Slipping inside you can see
Skill and DC: Lore (4+) Descantos himself, an elderly wizard, in deep meditation
Successes Required: 4 – no doubt preparing his spells for tomorrow’s conflict.
If you are successful the zealots reluctantly let you go. Sneak up to the wizard and slit his throat (turn to 336)?
Turn back to 657 and choose a destination. Otherwise Overwhelm and stab the wizard to death in a sudden
your heretical ignorance drives them into a killer frenzy rush (turn to 877)?
and you must fight.
33
Opponent Attack Def Health
The harbour of Cursus is long and shallow. The jetties
1st Zealot 3 (4+) 4+ 10
reach far out beyond the coast, each wide enough for a
2nd Zealot 4 (4+) 4+ 11
pair of dragonyaks to drag the cargoes of ships to the
3rd Zealot 3 (4+) 4+ 10
warehouses on the beach.
Zealot Healer 3 (4+) 4+ 15
You may buy a ship here, if you have enough money.
Note: The Zealot Healer will only attack if he is the last
The largest vessel for sale is the Cursite war galley, a
opponent standing. Otherwise he will heal each zealot
coastal-hugging warship which carries little cargo, but
2 Health points. These additional points can take them
is the only vessel that can even hope to compete with
over their starting health.
the more advanced vessels of Royce and Drakehallow.
If you win, turn to 63.
A smaller, but more efficient, single-masted cog is also
available. The war galley will cost 1500 silver coins, and
29
the cog 800 silver coins.
You curse as the thief fades from view. You cannot face
the owner of the house for shame, and instead slip away Cog
into the city. Turn to 450. Fighting 4 Health 7 Cargo 2 units
Cursite War Galley
30 Fighting 6 Health 9 Cargo 1 unit
You sit down with the nomad chief and share a pipe of
smoking weed with him. He is a jovial fellow, unaffected When you buy a ship you should give it a name, fill in
by the woes of a nomadic life. its details on your adventure sheet and note that it is
If you have the code A1, and you do not have the currently docked in Cursus harbour.
code A37, turn to 737. Otherwise you have nothing of You can repair any ship you have in Cursus harbour.
importance to discuss with him. Turn back to 473. Each Health point you restore costs 50 silver coins.
You can restore your ship up to its starting Health value.
31 You can sell a cog here for 250 silver coins, a Cursite war
If you have the code A56, turn to 788. If not, read on. galley for 500 silver coins and a carrack for 1500 silver
As you approach the door you do not see the orcs coins. You cannot sell other kinds of ship here.
from the nearby guardroom closing in behind you. You can buy cargo for your ship here, as well. These
Turn to 2, but note that the orcs get the first combat goods are too large for your characters to carry, but they
turn, not you. can be loaded onto any ship you have in Cursus harbour.
You cannot buy more cargo units than you can store in
your ship (for instance, a Cog can carry 2 Cargo Units).

– THE VALLEY OF BONES –


– Legendary K ingdoms –

You can also sell any goods you are carrying in your 36
ships for the same price as well. You are in the ogre’s bedroom. It would be too unpleasant
(not to mention unhygienic) to rest here yourselves, so
Salt 600 silver coins you gingerly make your way back outside. Turn to 310.
Crops 500 silver coins
Steel 3000 silver coins 37
Spices 3300 silver coins
The Lhasbreath barbarian suddenly jolts, a blade sticking
Wine 2100 silver coins
out of his chest. He falls away, to reveal a smirking Tash,
Slaves 1000 silver coins
her crude sword dripping with blood.
“Thanks, Tash,” smiles Jessica, helped to her feet
When you have finished your trades, turn to 340, to
by the clever thief. Sar Jessica won’t soon forget this.
return to the city centre, or 499 to set sail on one of
Note in Jessica’s notes box that she has gained a heart
your ships.
for Tasha. Tasha also gains a heart for Sar Jessica.
Now turn to 753.
34
You return to the large burial chamber. The ghouls are 38
long gone, and there is no more treasure to be found here.
You kill the orc in a single stroke. He keels over, the
If you wish you can scribe the spell on the bronze tablet
book slipping from his grasp. Gain the code A71.
into your spellbook, if you have had reason to remove it.
Examine the black book he was reading (turn to 119)?
Close the door and go somewhere else (turn to 821)?
Wisdom (Adventure)
Your mind awakens with ancient knowledge.
39
Cast this spell when you have failed a Lore check.
You gain 3 automatic successes for this check only. You join the disorganised caravan guards, barking orders
Recharge: 75 silver at them to form a defensive line and protect their archers.
Make the following skill check.
When you are ready, return to the crossroads by Order the caravan guards (Team check)
turning to 46. Skill and DC: Charisma (5+)
Successes Required: 3
35 If you succeed, turn to 542. If you fail, turn to 451.
“You say the captain wishes to see us? And he mentioned
40
a promotion?” presses the guard.
“Apparently his current lieutenant is not up to With a dramatic flourish you unroll the dragon head
scratch,” shrugs Brash. “He’s asked to see other guards as from its wrappings (cross off the dragon head from your
well. I imagine the first to see the captain will probably adventure sheet). King Scarrenden stands in amazement,
get the promotion.” and a gasp echoes across the chamber. His councillors
The guards push past you in their eagerness to get flock round the head, to confirm its origins.
to the captain’s office. Turn to 456, but note that your “This is indeed impressive,” agrees the king. “I set
distraction team can join up with the weapons team for you a challenge and you have overcome it. Therefore, I
all future checks. shall be as good as my word. I shall send the Everchild
my finest berserkers to aid her struggle. She also has
the loyalty of my city. May she be victorious in her

– THE VALLEY OF BONES –


– Legendary K ingdoms –

endeavours, and may her glory be ours!” “If you hate tyranny and would see justice restored,
There is a mixed cheer from the hall. Not all are come and find me in the Cold River Inn, in Luutanesh,”
pleased that King Scarrenden has submitted his city to implores the Everchild. “The path to freedom is long
the rule of a child. However, even here the Everchild’s and difficult, but together we can find a way to end the
fame is evident, and the enthusiasm of some of the bloody reign of the Iron King forever.”
warriors cannot be mistaken. The coast is clear, and Che Long quickly bows to
Add the following soldiers to the Luutanesh barracks. you. “We must go before the general alarm is raised.
If the queen currently resides in Saltdad, add the soldiers You have my thanks. Come majesty.”
to the Saltdad barracks instead. These berserkers are At that the Everchild covers her head with a cowl
strong but flighty troops, who will fight for you as long and slips into the crowds with her followers.
as the going is good. Gain the code A6. Your experiences in the arena have
taught you much. If this is the first Legendary Kingdoms
Lhasbreath Berserkers – Strength 5, Morale 2 book your party members have played, you may raise one
Gaining King Scarrenden’s support has been quite skill (Fighting, Stealth, Lore, etc) by one point for each
an endeavour. Choose a party member and roll two of your characters. If you have explored other books first,
dice. If the result is higher than their Survival score, your party members can instead increase their maximum
they gain 1 point of Survival. Gain the code A16 and Health scores by 1 point each.
turn to 775 when you are finished here. Now turn to 313.

41 42
Dazzling sunlight almost blinds you as you emerge You return to the small reading room, mouldering books
into daylight. You are in a sandy, secluded alleyway, scattered across the tiny library. If you currently own a
the sounds of marketplace hawkers reaching your ears. scroll of rage you find nothing. If you do not have this
You quickly help the Everchild out of the drains, hiding scroll, you are surprised to see it back on the shelf, in
her behind some tall baskets as you check for the guards. the same place you found it last time. It seems that the
“We are free!” she gasps. “I feared I might die in that scroll teleports back here each time it is used.
terrible place.” You can take the scroll of rage, as long as you did not
“What will you do now?” you ask. “You cannot stay enter the room with one in your inventory. You cannot
in the city…” have more than one scroll of rage equipped at any given
“No – here we shall divide for safety,” she agrees. time. You can use it in combat to increase the Fighting
“Che Long can look after me from here on in. I cannot score of each of your party members by 1 point until the
thank you enough for your safe delivery of myself and end of the combat. After one use it will teleport back to
my followers. I can give you no reward, and you owe the bookshelf in this room. Turn to 494 when you are
me nothing, but…” finished here.
You silence her as you duck behind the baskets.
A guard patrol of men in gleaming bronze armour clank 43
past, wickedly shaped halberds in their grasp. “The Janus is overjoyed to see the locket. You hand it over
Bronzeguard,” hisses Che Long. “The elite warriors and to him and he cradles it in his hands (cross the bronze
boot lickers of the Iron King. Their armour is supposedly locket off your adventure sheet). “Now I can remember
enchanted, dug up from the palace vaults by the Iron Alidale always!” he sighs. He opens the locket to have
King’s servants.” a look inside, when suddenly there is a flash and a
“They are still men underneath,” you growl. profusion of smoke.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Stepping out of the smoke comes a young woman, 45


a wizard by the looks of her, coughing and waving the Timing it just right, you begin to shove one another
smoke away from her face. “Alidale?” gasps Janus. in the water queue. To make it convincing, you start
“Why! You don’t look a day older than when you left to exchange a few hard blows, attempting to drag
for that temple!” other slaves in the queue into your rumble. Each party
“Janus!” she cries overjoyed. “You... do look a bit member involved in the fight must lose 1 Health point.
older, if I’m honest. I must have been in that locket for Only party members assigned to the distraction team
a long time.” can contribute to this check.
Alidale explains that she was surrounded by hideous Stage a convincing fight (Team check)
serpent men and was forced to transport herself inside Skill and DC: Fighting (4+)
her locket for protection. The snake men assumed she Successes Required: 3
had teleported away, but in fact she has been trapped If you succeed, turn to 837. If you fail, turn to 762.
in the locket for all these years. She never expected
a rescue would take forty summers. She has little to 46
reward you with but shares with you some of her many
You have returned to the crossroads. Above you daylight
discoveries and insights into the ancient world that she
streams through the exit shaft.
has uncovered in her travels. Choose a party member
Go northwest (turn to 761)?
and increase their Lore skill by 1 point.
Go northeast (turn to 801)?
Gain the code A29.
Go southeast (turn to 869)?
Bidding the odd couple farewell, you resume your
Go southwest (turn to 217)?
journey. Turn to 614.
Climb back up to the surface (turn to 426)?
44
47
Tackling the room will come in two stages. Firstly,
You gather round and attempt to pull apart the barrier,
you must attempt to figure out the safest route.
but despite its crude appearance it is actually very well
By examining the positions of the orc bodies you might
built. Even sledgehammers and mules couldn’t pull this
be able to work out which parts of the room are safe and
barricade down from this side. Is this as far as the orcs
which parts are deadly traps. Secondly, someone must
have penetrated into the complex?
attempt to carefully sneak through the room.
Grumbling with irritation, you head back east
Discern the safe route (Team check)
towards the small room you came from (turn to 821).
Skill and DC: Lore (5+)
Successes Required: Special
48
You cannot fail this test, but remember the number
of successes you managed to get. Next, pick someone The enemy are too numerous. Horns are sounded, and
to try and sneak through the room, and make the your forces begin a general retreat. Fortunately, you have
following check. the open desert to scatter into and a rearward base to
Sneak through the room (Individual check) reform at, but casualties are almost inevitable. Roll a die
Skill and DC: Stealth (4+) for each unit you committed to this battle. On a 1 or a
Successes Required: 7 2 that unit has been destroyed. The rest of your units
Note: For every Lore success you achieved, lower the manage to reform and retreat back to Saltdad. Restore
number of successes required by 1. the Morale scores of each of your surviving units back
If you succeed, turn to 385. If you fail, turn to 769. to their starting value.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

The queen is appalled at her loss but marshals her 51


forces with a mother’s tenderness. “This is not the end,” Where will you travel next?
she vows. “We must rebuild our forces and gather new North, to the Granite Hills (turn to 275)?
allies. Clifftop isn’t going anywhere, and neither am I.” East, into the desert (turn to 202)?
Turn to 620. South, to the Mordain ruins (turn to 515)?
West, across the desert towards Lhasbreath
49 (turn to 752)?
Your return trip to Lhasbreath is mercifully uneventful,
and Sir Lawrence Ross lays on a grand banquet upon 52
your arrival. You spend several days with the Ross’s, Your ship is boarded! Dozens of the Bando swamp the
recovering your strength and discussing your adventures. decks, their poisoned blow darts and spears making short
Restore all your party members to maximum Health. work of any opposition. Surrounded, and realising the
When Emlyn reports her findings, the news is good. futility of your position, you surrender.
“There are several herbs that appear to have medicinal You are stripped and bound, along with the rest of
qualities,” she smiles. “Additionally, one of the flowers your surviving crew. Cross off all items of equipment
is producing a sweet pepper which seems edible and carried by your party members, including any silver
delicious. If we can find a source of these in the wild, coins. Your ship is looted and then sunk, cross it off
House Ross can enter the spice market.” your adventure sheet.
Sir Lawrence is overjoyed with these results. You receive After spending a few days with the Bando in cramped
600 silver coins as a reward. In addition, he presents you bamboo cages, the mercenary tribesmen sell you off to
with a seal of House Ross. “Should you ever travel to a passing slaver ship in return for a few gemstones and
Strongstone, present this to the castle steward, Wyrran some curious-looking fabrics. Roll a die to see where
Glenpetre. You will be treated as an honoured guest.” you are eventually sold:
This has been an amazing adventure. Choose a party
member and increase their Survival skill by 1 point. 1-2: You are sold to the Saltdad Arena, turn to 631.
Thanking Sir Lawrence and Emlyn for their 3-4: You are sold to the taskmasters of Clifftop,
generosity, you depart into the city. Gain the code A85. turn to 866.
Now turn to 775. 5-6: You are sold to the priests of Cursus, turn to 531.

50 53
You manage to translate the brightly painted calendar, There is no point in risking everyone at once.
to the delight of Kopu. He is impressed with your work Choose a party member to cross the beam first, and
and presents you with a bluestone as a reward. You ask then turn to 208.
what the stone is for.
“It is sacred to our priesthood,” says Kopu. “You can 54
exchange it for blessings at our temples.”
There are a number of close shaves, and even minor
“I thought you said Kalu had no temples anymore?”
impacts, but the raft holds steady as you correct its course
you press.
through the sloping rapids. Eventually the waters calm,
“Well,” he says. “It’s the thought that counts.”
and you ride the current downstream at a good speed.
Grumbling somewhat, you get some sleep whilst you
Looking at the densely packed jungle on either side you
wait out the storm. Turn to 585.
are glad to your soul that you didn’t have to hack your

– THE VALLEY OF BONES –


– Legendary K ingdoms –

way through all that vegetation. Eventually the jungle 58


clears somewhat, and a wide, muddy bank comes into As you are pouring the poison into the cauldron, the head
view. Emlyn thinks you have gone far enough, and you chef catches your hand. “What’s that?” she demands
beach the raft onto the bank. sharply. You drop the vial (cross the vial of poison off
“Skilfully done,” smiles Emlyn as you help her and your sheet) and bolt away, even as the chefs yell for the
the other scholars to shore. “Let’s explore the unknown, guards. You make a dash for the walls, hoping to be able
shall we?” Turn to 763. to leap over the low barricades of the compound and into
freedom. You make it to one of the squat towers that
55 line the walls, but alas, three Bronzeguard soldiers stand
The guards strip you of your money and equipment. alert in the room. Barricading the door behind you, the
Cross off all items and silver on your adventure sheet. team grimly draw their weapons and prepare to fight!
Jail space is at a premium, so you are sold into slavery.
Roll a die to determine your fate. Opponent Attack Def Health
1st Bronzeguard 8 (4+) 5+ 12
1-2: You are sold to the Saltdad Arena, turn to 631. 2nd Bronzeguard 9 (4+) 5+ 10
3-4: You are sold to the taskmasters of Clifftop, 3rd Bronzeguard 7 (4+) 5+ 11
turn to 866. If you win, turn to 623.
5-6: You are sold to the priests of Cursus, turn to 531.
59
56 You knock the guards down into the dirt and surge
If you have the code A23 turn to 244. If not, read on. forwards. There is nowhere to hide but in the city itself so
You kiss the burning, rich-yellow sands as you emerge you dash into the streets whilst the guards roar behind you.
from the shadow lands. You are free from the tyranny Hide from the guards (Team check)
of the monochrome world. Choose a party member and Skill and DC: Stealth (4+)
increase their Survival score by 1 point. Successes Required: 4
Gain the code A23. If you succeed, turn to 698. If you fail, turn to 758.
You head north, directly away from the Blackwall.
Turn to 511. 60
The thief is almost in grabbing range. He turns a corner
57 only to find himself in a dead-end alley. He curses and
The goblins' grasp of your language is rather poor, but draws his sword. “You’ve bitten off more than you can
you endeavour to convince them that you are the enemies chew, foreigners!” he spits. Only party members still in
of their enslavers. the chase can fight in this battle.
Parley with the goblins (Team check)
Skill and DC: Charisma (5+) Opponent Attack Def Health
Successes Required: 3 Thief of Royce 5 (4+) 4+ 14
Note: If you speak Bando, your DC is only 4+. Oddly, If you win, turn to 391. If you fail, all party
the goblins are quite familiar with this language. members that fought the thief have died. The thief will
If you succeed, turn to 828. If you fail, the goblins get take their possessions (cross off all items of equipment).
hostile, turn to 389. If you have any party members left they must mourn
their losses and turn to 450.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

61 “The price of fame,” you smile. “Come, Brash.


If you chose Brash turn to 4. Walking out on a party is not done.”
If you chose Tasha turn to 870. You offer him your hand, and he accepts, squeezing
Otherwise you carry Amelia to bed after a few feeble before releasing. Note in Akihiro’s notes box that he
protestations. Once she is safely tucked-in the rest of has gained a heart for Brash. Brash also gains a heart
the party retire as well. Turn to 280. for Akihiro. Gain the code A98. Now turn to 450.

62 63
That night, you stroll along the terrace, the sky a canopy The zealots had a few minor talismans and some gaudy
of stars, reflected in the watery rice paddies that surround jewellery you can sell at a marketplace for 25 silver coins.
the house. You need some fresh air. Being treated as a It seems a paltry reward for such a battle.
hero all day and night can be exhausting. Where will you travel now?
You spy Brash leaning back on a chair, his feet up on North, towards the Temple of the Unbroken
the railings, a cup of rice wine in hand. He stares out (turn to 535)?
over the still landscape. East, towards the city of Cursus (turn to 340)?
“Silver for your thoughts,” you say, causing Brash to West, towards the Mordain ruins (turn to 515)?
yelp in surprise, fall off his chair and crash to ground.
“Ah! Akihiro! Always catching me at my best!” 64
Brash says sheepishly. You offer him a hand up, the With the ascendancy of the Everchild the streets have
fair lad accepting, pulled almost into an embrace. He become safer and justice more accessible to the common
blushes and backs away. people. Good news for the city, but it makes for a dull
“Not like you to lose your tongue, my friend,” you walk through the ramshackle town. Turn to 75.
smile. “You’ve been avoiding me, I sense.”
“A bit,” he says. “I just don’t know what to do with 65
myself these days…” The party member reading the book is standing
“How so?” you ask. When he doesn’t respond you immobile, lost in the mystic words of the cursed book.
flick him a silver coin, which he catches with his quick What does the rest of the party do?
reflexes. He looks at it in his hand and realises he has Snatch the book from their grasp (turn to 771)?
been fooled. Abandon the party member to their madness
“I’ve been thinking about you,” he admits. “Quite (turn to 84)?
a bit. I don’t know what to do about it. The kind of
feelings I have aren’t allowed in Royce.” 66
“They are not allowed anywhere,” you say, joining him You spend several days in the handsomely appointed
at the railings. “There are many men who would rather Cold River Inn. For every 5 silver coins you spend, each
kill than love. And more who would kill to stop love, no party member can recover 1 Health point. Spellcasters
matter how earnest. I will never hurry you, Brash, but I can also spend silver here to recharge their spells,
do not accept uncertainty. If you feel for me what I feel for purchasing components in the nearby marketplace and
you, you must be sure. Once done, we cannot undo it.” going into meditation in the privacy of their rooms.
You are disturbed by a creak on the floorboards. You When you are finished here you can return to the
turn to see your sister arriving on the terrace. “Come, Everchild’s hideout (turn to 263) or leave Luutanesh
Akihiro, you are asked for! Do not keep the people (turn to 614).
from their hero!”

– THE VALLEY OF BONES –


– Legendary K ingdoms –

67 says Akini. “I shall never wear noble garments again.


If you have the code A92, turn to 803. If not, read on. Let them be worn by those of noble heart, such as you.”
You descend into the basement, carved out of You bow and take your leave. Turn to 75.
cliff rock, and decorated with thick carpets and ever-
burning candlesticks. Eventually you emerge into an 69
oval chamber. To the south an archway leads to another If you have the code A73, turn to 873. If not, read on.
circular room filled with strange, glowing runes. In the You enter a small alchemical laboratory. A rack
north wall is a strong, round steel door. It appears to where potion bottles are stored is empty, presumably
have no handle or lock upon it. Perhaps this is the fabled already looted by the orcs. However, two potions seem
vault of Unbraaki? to be in the process of being brewed, an open book listing
On either side of the vault are bookcases which are the instructions on a table which shares space with many
stacked with blank paper. Your entrance has created alembics and beakers. There are two doors in this room,
a draught, and a single blank sheet tumbles from the one to the west, and another to the east.
stacks to drift to the floor. You watch with growing Attempt to complete the creation of the potions
nervousness as another sheet floats free and then another (turn to 482)?
and another. The sheets of paper fold themselves rapidly, Pass through the door in the western wall
joining together and folding and refolding into shapes. (turn to 256)?
Soon, a man-like figure has formed, followed by another Return to the corridor through the east door
and another. A paper tiger is folded into completion, as (turn to 755)?
well as a fierce dragon. As one, the paper figures turn,
swirls of sheets whipping around them like a snowstorm. 70
They advance towards you. You track down Damned Suzanna through the dusty
If you have a spellcaster with the spell Orb of gulches in Clifftop. Eventually you find her, recovering
Annihilation or Maelstrom, and wish to cast it, turn to from the wounds of her beating, sweltering in her open-
121. Otherwise you must defend yourselves against doored shack. When she sees you her eyes light up, and
these weird opponents. she eagerly snatches the proffered registry papers from
your hands (cross them off your adventure sheet). She
Opponent Attack Def Health gazes with confusion as she reads.
Paper Golems 4 (4+) 4+ 10 “This can’t be right!” she exclaims. “It says here that
Paper Tiger 5 (4+) 4+ 6 my grandfather legally sold his land to Unbraaki fifty
Paper Dragon 6 (4+) 4+ 8 years ago. But my father said…”
Notes: You cannot make armour saves against the “I’m afraid it was countersigned by the priests of
attacks of these paper opponents. Cursus,” you say. “I suppose it’s possible that there was
If you win, turn to 168. a conspiracy against your family, but it’s rare for priests
to conspire with sorcerers.”
68 Suzanna slumps upon her bed. “Everything my
Akini is delighted as you return her aunt to the family father told me was a lie,” she groans. “I’m not the
home. She thanks you profusely. “I do not understand inheritor of a massive estate, I’m just... me.”
why strangers would perform such a kindness for me, but “That should be good enough,” you say. “Wealth
you have my eternal thanks,” she smiles. She presents rarely comes to those who sit around for it. If you want
you with some fine boots (Stealth +2). “These were cast to make something of yourself, get out there and do it.
out by my lady because one has a tiny scuff on the heel,” You’re certainly tough enough.”

– THE VALLEY OF BONES –


– Legendary K ingdoms –

She nods. “You’re right. It’s time I stopped waiting 1 Health.


for my life to get better; I’ve got nothing to lose going Go through the Shaded Gate (turn to 56)?
adventuring. I’ll sign on with the next ship in port.” West (turn to 273)?
She presses a grey talisman into your hand. “It’s not South (turn to 886)?
much, but I want you to have this. It was the last thing East (turn to 537)?
my father gave me. Time for a new life.”
Waving Damned Suzanna farewell, you make your 74
way on. Gain the code A36. Now turn to 19. You inform the guard that you wish to see Unbraaki
again. You are escorted into his presence, though he
71 seems surprised to see you. “I have already given you my
With a final flourish, you slay your last opponent. soldiers,” he grumbles. “What more could your queen
Although there are other living slaves in the arena, the possibly desire?”
battle suddenly stops as the Iron King stands. In a thickly “What if we need reinforcements?” you ask. “Your
accented voice, the king declares you champions of the soldiers may not be enough to complete the campaign.”
arena. The crowd go wild, cheering you heartily as you “That is no concern of mine,” snaps Unbraaki coldly.
catch your breath from the intense battle. “You’ll get no more from me. I have spent a fortune
Any hopes you had that being made champion would replacing the soldiers I gave to the Everchild. Send her
grant you freedom are soon quashed. Instead you are my regards – but don’t bother me again.”
disarmed (cross all items of equipment off your team sheet) Realising that Unbraaki can be pushed no further,
and led back into the dungeons to nurse your wounds. you bow and depart. Turn to 265.
Turn to 608.
75
72 Saltdad is a city of tumbledown mud-brick houses
You can take up to four shields (Armour +2) from clustered into claustrophobic alleyways. Above these
the fallen snakemen if you wish. Their weapons have ragtag structures stands a half-collapsed palace, a
unusual grips and are not useable for humans. minareted masterpiece that has seen better days.
You glance around the temple chamber. Despite Amidst the squalor there is wealth to be found, for
the cracks and structural damage the room has been Saltdad produces the major export of the valley – rock
kept in good condition, regularly swept clean of dirt salt, chiselled out of winding mines to the east of the
and filth. But why would inhuman monsters care for city. The Great Westroad runs through the heart of the
an old Cursus temple? city, once a paved highway, now a poorly maintained
You try lifting the portcullis, but it will not shift an tumble of stones which nonetheless allows wagons and
inch. You will have to find another way out. Glancing carts to drag themselves above the desert sands. Where
around the chamber you can see a door in the back wall, the road cuts through the city stand the marketplaces,
and an archway in which a ramp leads upwards into the inns, slave markets and other services the city is famed
ziggurat. Which direction would you like to investigate? for. A constant chatter of voices is heard at all times,
The door (turn to 380)? for Saltdad never closes its places of business, even in
The archway (turn to 806)? the dead of night.
Find an inn (turn to 172)?
73 Go to the marketplace (turn to 798)?
Go to the slave market (turn to 326)?
You come upon the Shaded Gate. You feel diminished,
Visit the palace (turn to 633)?
as if you were not real. Choose a party member to lose (continued...)

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Head to the barracks of the Bronzeguard 77


(turn to 390)? About halfway up the ramp you come to an archway.
Track down the local thieves guild (turn to 179)? Through the archway you can see nothing; your lanterns
Visit the temple of Cursus (turn to 770)? cannot penetrate the darkness. You try experimentally
Visit the temple of Kalu (turn to 382)? poking a weapon through the archway, but it seems to
Explore the city (turn to 471)? come out unharmed.
Head west along the road (turn to 511)? Enter the archway (turn to 497)?
Head east along the road (turn to 177)? Keep going upwards (turn to 93)?
Head south into the desert (turn to 858)?
78
76
This cave appears to be empty, but for the heaps of sand
This must be Garon the Bloody-mouthed, whom you piled into it. Suddenly one of your party members (one
were sent to find. His father will no doubt grieve to of your choice) begins to abruptly sink into the sand.
know his fate, but at least it will solve the mystery of his This is no normal quicksand, as there is not a drop of
disappearance. You were not asked to return the body, moisture in the cave. Nonetheless the hungry earth is
but if you wish to do so, note down the barbarian body. pulling them down quickly.
Unfortunately, it takes up five inventory slots and must Save your teammate (Team check)
be carried by a single character. If you want to take the Skill and DC: Survival (4+)
body, record the code A87. What now? Successes Required: 5
Examine the missing south wall (turn to 645)? If you succeed, turn to 586. If you fail, turn to 646.
Leave the room and return to the crossroads
(turn to 566)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

79 than the Baileys. However, the scroll warns you that all
You wander the merchant sector of the city, expecting sorts could have changed since the time it was written,
to find nothing but lonely stones and whistling wind. as the politics in Longport Bay is both bloody and
You are surprised, therefore, to discover signs of a recent unpredictable. Turn to 680.
excavation. Near the entrance you see the bodies of
several decomposing humans... and the body of a single, 82
diseased-looking orc. Strange. Orcs are not native to You are sailing along the northwest coast of the Valley
this part of the world and normally call the Savage Lands of Bones. A steady sea breeze counters what would
their home. What are they doing all the way out here? otherwise be an unbearably hot sun. Great cliffs line the
Beyond the bodies an ancient set of steps lead into coast. Atop them sits a ramshackle city of crude adobe
the earth, the walls of the tunnel made of well-set brick, buildings and assorted ruins. A harbour juts dangerously
and the floors of large flagstones. from the cliff face, moored ships bobbing like corks
Go down the stairs, into the excavated dungeon against the pounding waves. Drenched harbourside
(turn to 350)? taverns sit squalidly amongst the docks.
Go elsewhere in the city (turn to 515)? Pull into Clifftop harbour (turn to 703)?
Sail north, past the Stonewalls
80 (turn to Drakehallow 420)?
Holding your torches high you begin to make your Sail west into the Bayswater Channel
way into the crevice, carefully watching your feet in the (turn to Crown and Tower 392)?
dancing firelight as they crunch near the eggs. A giant Sail south to Cape Porta (turn to 21)?
spider above you crawls along the ceiling, as if tracking Or, if you have the code A32 you can consider doing
your progress through her nursery. something else (turn to 643)?
“Step where we step,” you advise the Everchild’s
followers as you move carefully forwards. 83
Navigate the spider’s nest (Team check) You hold out the engagement ring. “The ring was
Skill and DC: Survival (4+) not sold, it was stolen,” you insist. “I found this in the
Successes Required: 5 hideout of a group of nefarious thieves. She wants you
If you succeed, turn to 461. If you fail, turn to 260. to have it. She loved you, she was not using you.”
Dulcimer takes the ring, swallowing hard. (Cross it
81 off your sheet).
Longport Bay is a county in the Kingdom of Royce. It “Is my lord really so poor a judge of character?” you
is famed for its steelwork, good agricultural land and continue. “The girl has a noble spirit and an honest
the dreadful rivalry of its noble houses. The county is temperament. It was not witchcraft but love that was
fiercely feudal, with commoners unable to travel freely the cause of her deception. Do not damage your family
without a lord’s consent. It is also famous for its jousts name further with this ridiculous feud with a common
and fairs, and in good years the locals can grow fat on house. There is nothing to gain but dishonour.”
the rich foodstuffs served at these frequent celebrations. Dulcimer’s father agrees. “Now that there is no
According to the scroll, the county is currently ruled by financial loss to the family this matter should be closed
House Bailey, who were once mere stewards of their quickly. You may take the girl’s aunt back to her family.
rivals House Dayne. That house has seen something of However, Akini is not to cross our path again.”
a fall in fortunes lately, and now stands in lower esteem Akini’s aunt is released, and you escort her back to
her home. Turn to 68.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

84 freezing – but there is nowhere to go but up. You attempt


It is all too obvious what has happened. Your companion to scale the cliffsides leading to the jungle.
is doomed for all time to read that cursed book – but to Climb the cliffside (Team check)
disturb them would invoke such a terrible wrath you Skill and DC: Survival (5+)
might not survive. You carefully remove the items and Successes Required: 4
money your companion was carrying (you can transfer If you fail the check, one of your party members (your
all items except armour, weapons and clothes from choice) loses their grip halfway up and plunges into the
them). After this you say your sorry farewells, hoping sea. They are never seen again. Cross them off your
that some part of your friend is still aware deep down adventure sheet, including all their equipment, and try
inside. again. You must keep attempting this skill check until
This party member is lost forever, cross them off your either you pass, or your entire team have tumbled to their
adventure sheet. Curiously, if you ever return to this deaths. If you succeed, turn to 409.
room, the party member will have vanished.
Turn to 821. 88
You dash after Yu Yan, the thief frantically attempting to
85 negotiate the ledge, which you navigate with the skill of
Only paupers use the rope bridges... as they have a a mountain goat. She stumbles, and only just manages
tendency to suddenly break. Roll a die. If you roll a 1, to catch the ledge before falling. You dash to her side.
turn to 824. If you roll a 2 or more, turn to 519. “Need a hand?” you ask.
“Let me guess... you want the damn silver idol, yes?”
86 “I think I’ll need all the treasure; it’s only weighing
you down,” you respond smartly.
You go amongst the king’s councillors, trying to find one
Yu Yan groans, but throws her loot bag up to you.
who might be able to arrange an appointment for you.
It contains not only the silver idol, but 200 silver coins as
Arrange an audience (Team check)
well. Grinning, you give her a hand up on to the ledge.
Skill and DC: Charisma (5+)
She grasps the sides of the wall, breathing heavily as you
Successes Required: 5
lean casually against the hillside.
If you succeed, turn to 134. If you fail, you cannot find
“Make yourself scarce, Yu Yan,” you say to her. “Up
anyone to represent you. Eventually it gets dark and the
here, in the hills, this is my domain.”
hall is closed to foreigners (turn to 775).
She thanks you for your mercy and shuffles away,
dashing over the hillside as soon as she is on safer ground.
87
You make your way back along the ledge, hoping to find
Water gushes in through the ripped hole in your ship. the beautiful vista again, but you cannot find it. Perhaps
Your crew give a great cry and abandon ship, leaping into it is the time of night, but the surroundings no longer
the frothing waves with a wail. You have scant seconds look so beautiful and peaceful as they were before. You
to prepare yourself to dive into the ocean. Any character shrug, but you are pleased with your victory. You make
wearing a suit of armour or robes must discard it. In your way back to the temple in Chalice. Turn to 856.
addition, you can carry no more than four items each
before leaping into the sea – any remaining items must 89
be crossed off your adventure sheet (there is no time to
A great caravan of salt merchants, en route to Clifftop,
conjure a magic cabinet).
offer you their services. Their merchants have various
You swim to the base of the cliff, exhausted and
odds and ends you might find useful.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

All prices are in silver coins. Sneak up on the thief (Individual check)
Skill and DC: Stealth (5+)
Item Buy Sell Successes Required: 3
Crude Blade (Fighting +0) 25 10 If you succeed, turn to 487. If you fail, turn to 724.
Maul (Fighting +1)* 50 20
Shield (Armour +2) 50 25 92
Incense - 90 You creep up the stairs and reach a long landing. Peering
Bluestone - 45 out of the windows you can see Brekken and the wall-
Talisman of St Elias - 150 climbing team struggling to pry open the windows.
With a grin you undo the latch, allowing the wall
If you have a ship docked in Clifftop, you can also climbers easy access to the house. For the rest of the
buy up to three cargo units of Salt from the merchants break-in, when you make team checks, you can use the
for 500 silver coins each. They will deliver this cargo skills and combat abilities of your entire team, not just
straight to your ship provided there is room for it. the wall-climbing team.
Once you have finished your trading, turn to 569. Turn to 116.

90 93
Your return trip to Lhasbreath is mercifully uneventful, The ramp continues to wind upwards until you reach a
and Sir Lawrence Ross lays on a grand banquet upon small room with statues of hideous snakemen in alcoves
your arrival. You spend several days with the Ross’s, along the walls. Here your way divides. You can make
recovering your strength and discussing your adventures. your way left, down a tunnel with a good deal of hissing
Restore all your party members to maximum Health. coming from it (turn to 538), or to the right, where the
When Emlyn reports her findings, the news is tunnel narrows alarmingly (turn to 98).
rather disappointing. “We have recovered many pretty
blooms,” she admits. “Certainly, the fragrances are quite 94
striking... however, there are no medicinal or culinary
If you have the code A46, turn to 624. If not, read on.
plants, as far as I can tell. Nothing sellable.”
You carefully lower yourself into the pit, being careful
“Curses!” grumbles Sir Lawrence. “This expedition
to avoid the spikes. Moving aside the timbers you check
is turning into an expensive failure.”
over the body. You find 15 silver coins spilling from a
Still, Sir Lawrence is good to his word and presents
rotten pouch and a still intact dragonyak horn. Take
you with a purse of 150 silver coins. Offering your
what you wish and gain the code A46.
consolations over the failed mission, you depart into
Climb up the far side of the pit (turn to 303)?
the city. Gain the code A85.
Climb back up the way you came (turn to 761)?
Although the expedition did not go perfectly you
have learned a lot. Choose a party member and roll two
95
dice. If this exceeds their Survival skill, increase their
Survival by 1 point. Now turn to 775. The assassin falls, his dagger clattering to the ground.
You quickly escort the Everchild to a safer location. “I’m
91 alright! I promise! I knew you would protect me,” she
smiles. “You always have.”
Climbing through the window silently will take some
The Everchild looks unflustered and calm as the
skill. Have the first character climbing the rope make
morning sun illuminates the horizon, and her presence
a skill check.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

on the field, astride a nomad steed, causes your army Lhasbreath (turn to 775)?
to cheer wildly. Confidence is high. Now it is time to Lhasbreath Jungle (turn to 370)?
see if your preparations for the coming battle have been Luutanesh (turn to 614)?
enough. Turn to 162. Saltdad (turn to 75)?
The Blackwall (turn to 691)?
96 The Caves of Uranu (turn to 346)?
If you have any party members assigned to the mercenary The Granite Hills (turn to 275)?
mission, turn to 27. If not, turn to 545. The Palace of Unbraaki (turn to 890)?
The Ruins of Mordain (turn to 515)?
97 The Salt Mines of Saltdad (turn to 25)?
The Salt Plains (turn to 460)?
You do not trust idly displayed skeletons these days.
The Temple of the Unbroken (turn to 535)?
You make a point of shattering their skulls and ribcages,
The Tumblestones (turn to 137)?
casting their bones about and generally demolishing their
The Withered Steppes (turn to 115)?
mortal remains. You feel a little bad about it afterwards,
wondering if you have committed some sort of sacrilege,
101
but there is no going back now. Gain the code A75.
Examine the book (turn to 8)? Spitting on the blood-stained sands, you stride into the
Return to the crossroads (turn to 310)? central battle, back to back, swords in hand.

98 Opponent Attack Def Health


Lhasbreth Barbarians 7 (5+) 3+ 17
The tunnel is extremely narrow, and you must proceed
Chalice Swordsmen 5 (4+) 4+ 10
down it single file. Decide which party member is at
If you win, turn to 71.
the front of the group and which is at the back, then
turn to 849.
102
99 This key has certainly travelled a long way from its lock
– but it fits! You hear a loud clang as you turn the key,
The goblins chitter to each other in their native tongue,
its triple locks unbolting one by one. The key seems to
unsure of what to do. Such indecisive beasts!
be absorbed into the door mechanism itself and is pulled
Keep waiting (turn to 389)?
out of your hand. Cross off the pyramidal key. You step
Leave the kitchen through the north door (turn to 366)?
into a vast chamber beyond, filled with urns brimming
Leave the kitchen through the south door (turn to 736)?
with treasure. A stone sarcophagus of a mighty king
dominates the middle of the enormous room, raised up on
100
a high platform surmountable only by a long set of stairs.
With precise incantations you launch yourself into the From the corners of the chamber you see something
ether, towards the Valley of Bones. terrible. Two giant skeletons, clad in bronze armour,
Where do you wish to appear? suddenly animate, blazing balefire in their eyes. They
heft enormous swords, ten feet long each.
Chalice (turn to 450)? If you wish you can flee the chamber now – but you
Clifftop (turn to 19)? can never return. The door will slam shut behind you.
Cursus (turn to 340)? Turn to 46 if you wish to do this.
Lhasbreath Oasis (turn to 590)? Otherwise you must fight for your treasure.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

105
Opponent Attack Def Health You make your way down to the riverbank, and
1st Giant Skeleton 8 (3+) 5+ 30 eventually find the raft with Emlyn’s help, covered over
2nd Giant Skeleton 10 (3+) 4+ 25 with weeds and bushes. Two long poles can be used to
If you win, turn to 178. pilot the craft, and soon you are punting down the river,
the sun shimmering through the canopy of trees onto
103 the glittering water.
You open the cage and the bird immediately flies onto The raft begins to pick up speed, and as you round
a low branch. You are about to move on when the bird a corner you can see why. There are rapids ahead, the
addresses you. “I’m grateful,” it says. “Not many humans water splashing with thick foam against scattered rocks
would do such a thing without promise of reward.” that peek through the surface of the river. If you were
“Not many birds can talk,” you say, surprised. in canoes it would be easily navigable. On your raft it
“All animals can talk – but rarely in your language,” will take all your skill to avoid danger.
admits the bird. “I can teach you our tongue, if you have Navigate the rapids (Team check)
any skill in sorcery.” Skill and DC: Survival (5+)
If you want to accept the bird’s offer you can learn Successes Required: 3
the spell below if you have any spellcasters in your party. If you succeed, turn to 54. If you fail, turn to 337.
Remember that you can only have six spells in your
spellbook at any one time. 106
You pretend to offer aid; anything to get out of sight
Animal Speech (Adventure) of the Everchild’s rebellious followers. At the first
You are able to communicate using the opportunity you inform the guards about the rebel’s
secret language of animals. The text will intentions. A few days later Che Long, Milagros and her
tell you when you can cast this spell. followers have vanished from the arena. Word reaches
Recharge: 50 silver you about a bloody struggle in the cells, but there are
few details. Not long after, the arena master releases
You thank the bird and watch as it flies off above the you under orders of the Iron King. “His majesty is most
jungle canopy. Turn to 618. pleased with your loyalty; the identity of the rebel leaders
has been a well-kept secret. He offers you this reward
104 and asks you to attend him at his palace if you seek
You cannot be certain, but the mural appears to further remunerating work.”
be telling some sort of story. An image of a terrible The arena master presents you with 200 silver
demon, possibly Abraxas from legend, rises from the coins. Weighing the price of treachery with a smile,
earth and demolishes a number of cities. From cracks you gleefully leave the arena. Gain the code A4.
in the ground come snakemen, slithering around the Now turn to 75.
survivors and rounding them up. The humans are turned
into slaves, building the snakemen a mighty temple, but 107
soon even the slaves begin to worship at the altars of the If Sar Jessica Dayne is in your party, turn to 514.
temple as well. Here the mural ends abruptly. Make If not, turn to 753.
of it what you will.
Record the code A41 and turn to 77.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

108 111
You hear hoofbeats in the distance. Glancing over Sar Jessica is the first-born daughter of a baron of Royce.
the top of the dune you spot a group of Lhasbreath It is impossible for a nobleman such as Dulcimer to refuse
barbarians, riding on horseback. There are six of them the challenge and keep face in court. He emerges from
– quite a formidable group! the house, accompanied by his house guards, an Ozury
Attempt to hide from them by partially burying rapier in his hand. His family, an endless procession of
yourselves in the dunes (turn to 525)? cousins, grandparents, brothers and sisters, gather in a
Greet them cordially (turn to 199)? circle to watch the duel. Only Sar Jessica may engage
Attack them at long distance (turn to 297)? in this battle.

109 Opponent Attack Def Health


There are no exceptions. With dozens of guards at Dulcimer 4 (4+) 4+ 8
their command the priests strip you of all your taxable If you win, the family reluctantly release Akini’s aunt,
items (items that provide a +2 or greater bonus, except bidding you never to darken their doorstep again (turn
for shields). For good measure you are scourged with to 68). If Sar Jessica is slain you may take her equipment
the whip as well. Each party member must lose 1 before leaving the house in disgrace, turn to 468.
Health point.
Appalled at this daylight robbery you make your 112
way on. Turn to 458. Your new crew cheer as you come aboard. The ship is
large and shabbily built – but perhaps you can make
110 something of it? Record the stats of your ship below,
If you have the code A100, turn to 823. If not, read on. and be sure to christen it with a name:
The Grand Ziggurat is one of the largest buildings in
the valley, dwarfed only by the colossal Saltdad palace. Hulk
Guarding its steps are the fanatical Cursus Temple Fighting 3 Health 5 Cargo 3 units
Guard, the elite soldiers of the patriarch. They halt you
as you begin to climb the steps. Note that your new ship is in Mordian harbour.
“Hold there, filthy heathens!” they spit. “Only true What will you do now?
followers of Cursus are allowed within!” Depart in your new ship (turn to 851)?
If you have a ring of the patriarch, turn to 387. Enter the wide tunnel (turn to 593)?
Otherwise, only party members who have Ritual
Scarring (Cursus) are permitted to enter the ziggurat. 113
Those without the scarring must wait outside, and you You are travelling along the Northroad that stretches
cannot use their equipment or abilities until you leave between Cursus and Luutanesh. Armed convoys from
the ziggurat. the mystical city of Chalice roll by, along with scores of
Enter the ziggurat (party members without Ritual travellers. Watering stops dot the ragged highway, with
Scarring must wait outside), (turn to 574)? merchants paying a few silver coins a time to feed their
Return to the town centre (turn to 340)? labouring dragonyaks.
Roll a die. If you roll a 1, turn to 694.
If you roll anything else, turn to 477.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

114 116
You cautiously peek into the room. Before you are four You creep across the landing, looting rooms as you go.
enormous orcs, armed to the teeth. Fortunately all Only members of the wall-climbing team may help
four are dead, victims of a poisoning. It is a coward’s with the check.
weapon; but very effective! Turn to 669. Rob the upper floor (Team check)
Skill and DC: Stealth (4+)
115 Successes Required: 5
You are travelling across a stretch of rocky desert, that If you succeed, turn to 22. If you fail, turn to 529.
rolls and twists into great gulches and canyons. Paths
have been worn into the stone from hundreds of years 117
of travel by nomads and barbarians who avoid the well- Battle is joined! The ogre lumbers to its feet and
guarded roads that link the cities. It is hot and dry, and attacks. Unbeknownst to you, the ogre’s mate, Daisy,
getting lost is a distinct possibility. is not far away. After the second round of combat she
Navigate the Withered Steppes (Team check) will join in the fight.
Skill and DC: Survival (4+)
Successes Required: 3 Opponent Attack Def Health
If you fail the check, have each party member lose 1 Skullcracker 8 (4+) 4+ 12
Health point as your rations dwindle. If you succeed, Daisy 9 (4+) 4+ 13
you manage to get your bearings enough to explore If you win, turn to 431.
your surroundings.
Look for a nomad camp (turn to 253)? 118
Explore some of the canyons (turn to 884)? You try to elbow your way through the crowd, but by
Go west to the Granite Hills (turn to 275)? the time you have reached the carcass it has been almost
Go southwest into the deep desert (turn to 202)? stripped clean. You are forced to gnaw on empty bones,
Go south to the Temple of the Unbroken (turn to 535)? feeding on marrow and gristly ligaments. The lack of
Go east to the Northroad (turn to 113)? food begins to drain your spirits.
Go northeast to Luutanesh (turn to 614)? Each Party Member must lose 1 Health point.
Go north to the Westroad (turn to 177)? Now turn to 865.
Go northwest towards Saltdad (turn to 858)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

119 with freed slaves from Saltdad and Clifftop. You stand
Pick a party member to read the book. Once you have by the Everchild’s side as she offers commissions.
made your choice, turn to 839. “There are three tasks that must be done tonight,”
she says quietly. “The assassination of Descantos, the
120 hired wizard of Cursus. Convincing the mercenaries
to abandon the patriarch’s cause. And lastly, seeing to
After days of wandering you finally reach the banks of
my personal security tonight. Each is important.”
a wide and fast-running river. You plunge your faces
She turns to you. “Which of these missions, my
into the fresh water, drinking your fill. Following the
friends, will you undertake?”
river downstream you come to a shabby city perched
You must now decide how many missions your
atop a massive cliff. Turn to 19.
party will undertake, and who will go on each mission.
Any missions you don’t undertake will be performed
121
by the Everchild’s other agents – although they have
Concentrating intently, you unfurl a magical spell of a slimmer chance of success. You can choose to
pure fire and roll it towards your flammable enemies. undertake all three missions if you wish, or just one
They have no defence against such terrible magic and or two.
are instantly consumed with a pitched wail. The smoke Once you have decided who will undertake each
and glowing sheets force you back to the stairs for a mission, turn to 567.
time, but by the time their cries have subsided there is
nothing left of the paper golems but ash. Turn to 168. 125
Sand surrounds you in all directions, though you can
122
make out some hills to the north.
After strenuous negotiations the mercenaries finally agree Go north (turn to 275)?
to be discreetly absent during the battle tomorrow (cross Go west (turn to 590)?
off any bars of gold bullion you offered the mercenaries). Go south (turn to 515)?
Changing sides altogether would be a step too far for Go east (turn to 535)?
their precious reputations. This will have an enormous
impact on the forthcoming battle. Gain the code A96. 126
Wishing them a speedy journey to their homelands you
Clifftop is currently under the governorship of Ayleta,
return triumphant. Turn to 301.
one of the Everchild’s generals. She welcomes you
into the hall, and details to you her various plans for
123
the improvement of the city. “I want to create more
Gurgling with effort, air bubbles blasting through the permanent structures for the poor, and to reduce
water from your mouth and nostrils, you finally wrench the amount of beatings the overseers issue to their
the block up high enough to get out. You roll under the farmworkers,” she says. “Progress is slow. The population
block and through the shadow door, the stone block is uneducated and tend to misbehave when they are
slamming down shut as you do so. You are soaking not being brutalised. It may take many generations to
wet... but alive. Turn to 717. change Clifftop for the better.”
It seems a hard task, and not one suited to the abilities
124 of adventurers. Wishing her well, you depart the hall.
The command tent contains half a dozen agents; men Turn to 19.
and women from Lhasbreath and Chalice rub shoulders

– THE VALLEY OF BONES –


– Legendary K ingdoms –

127 129
If you have the code A59, turn to 42. The door opens into You have found the great bronze cogwheel, lying
a small room which contains a bookcase and a broken almost buried in the wet sand. The wheel is quite
reading chair. Searching the shelves is an unpleasant heavy, and it will take many attempts to tie a strong
experience, as the books are damp and fall to pieces knot around it, and in some dreadful currents.
on contact with your fingers. You do manage to find a The same party member who made the last skill check
magic scroll which seems undamaged. It is a scroll of must attempt the following:
rage. You can use it in combat to increase the Fighting Secure the cogwheel (Individual check)
score of each of your party members by 1 point until the Skill and DC: Survival (4+)
end of the combat. After one use it will vanish. Successes Required: 3
If you take it, record the code A59. If you succeed, turn to 745. If you fail, turn to 549.
There is nothing else of value in the room, so you exit
by the only door. Turn to 494. 130
The barbarians hail you as friends of Lhasbreath.
128 After discussing the health of the queen you bid the
The Temple of Kalu is a squat tower of blue stone, barbarians farewell. Turn to 219.
built in a jumble-like pattern from the ruins of the old
temple. The Everchild has decreed the temple should 131
be rebuilt in defiance of the laws laid down by the The runesword (Fighting +3) is a powerful weapon,
patriarch of Cursus. however it also has the dreadful side effect of slowly
Within the temple tiny bells are softly chimed every leaching the wielder’s life. If you carry this sword, the
minute, with parishioners and priests taking it in turns character bearing it loses 1 Health point each time
to strike the correct bell according to the time of day. you turn to a new reference number. You can share
The great calendar, a mosaic and guide to the planting the sword around the party in order to spread out the
dates of the year, is still incomplete, and requires more damage, if you wish. You can discard the sword at any
bluestones to finish the work. time to end the curse, but you cannot sell it, since its
If you have any bluestones you may exchange one curse is immediately apparent to anyone who holds it.
for a blessing from the priests. If you are blessed, find Have your selected character lose 1 Health point
the party member with the lowest Survival score in the for touching the weapon, and then decide if you wish
team and increase their Survival by 1 point. to keep it. Regardless, you carry on down the tunnel.
You can assist with the repairs to the calendar by Turn to 647.
undertaking the following skill check.
Repair the calendar (Team check) 132
Skill and DC: Lore (5+)
The only item of interest in the tomb is the silver skull,
Successes Required: 3
which seems to have stopped chanting.
If you pass the check you can receive a blessing (the
The sarcophagus itself is empty. If you want to take
same one as above). If you fail the check, the calendar
the skull, note it on your adventure sheet and record the
is damaged, and the angry priests will ban you from
code A47. With nowhere else to go, you return to the
ever visiting the temple again. You can only assist the
crossroads. Turn to 46.
priests with repairs to the calendar once.
Once your business here is complete, turn to 75.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

133 them in your pack. Gain the code A73.


In such a dangerous place battle appears inevitable. Pass through the door in the western wall
You confer with the Everchild, who agrees with your (turn to 256)?
plan to strike first. She raises her hands and unleashes Return to the corridor through the east door
a terrible blast of power that jolts all the giant spiders (turn to 755)?
clinging to the roof. They come tumbling down, but
quickly regain their feet and rush to an attack. 137
If you have the code A17, turn to 14. Otherwise, read on.
Opponent Attack Def Health The sands whip against your face as you stagger through
Black Spider 5 (5+) 4+ 6 the desert. You seek shelter against the wreck of a once
Grey Spider 4 (5+) 4+ 6 enormous statue, with only the sombre face of a long-
Green Spider 5 (5+) 4+ 5 forgotten king still visible in the lashing wind. Taking
Red Spider 4 (5+) 4+ 4 cover behind the hawkish nose of the stone face, you
If you win, turn to 790. wait the storm out.

134
You manage to find one fellow, a young and dynamic
looking man, who claims he can arrange an appointment
for you. However, it will cost 600 silver coins in
administrative fees. If you want to pay this, cross off
the money and turn to 171. Otherwise you have little
choice but to leave the hall (turn to 775).

135
Which level of the mines will you explore now?
Return to the surface (turn to 372)?
The twelfth level (turn to 739)?
The thirteenth level (turn to 388)?
The fourteenth level (turn to 597)?
The lowest level (turn to 222)?
When the wind dies down you examine the
136 area. You realise where you are now. These are the
Tumblestones, the remains of an ancient civilisation lost
You complete the finishing touches, grinding the
to the sands for all time. Historians from distant lands
components to the necessary fineness, and sprinkling
have attempted excavations here, but the heaped sands
them with confidence into the brew. Soon you have
filled their trenches as fast as they could be dug, and
completed two potions of invulnerability. When
the storms battered away their camps. Not much is left.
a party member drinks this potion at the start of a
A scattering of broken stones, perhaps once an enormous
combat round, they can ignore any amount of damage
carved mural of some kind, lie revealed across the sands,
they take from the next attack that hits them. The
the recent storms having unearthed them.
potion wears off after absorbing the first hit, or if the
Taking a casual look, you are surprised to see that
combat ends. Pleased with your new finds, you store
they are fragments of a spell, carved in enormous letters.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

The broken mural lies in pieces around you. It might be Dayne. Amelia Pass-Dayne also gains a heart for
possible to fit the shattered mural together and decipher Tasha. Now turn to 51.
the spell if you are clever enough to puzzle it out.
Record the code A17, and make this skill check below. 140
Rebuild the spell mural (Team check) Although your trip into the shadow world was short,
Skill and DC: Lore (4+) it was oddly disconcerting. You feel pleased to leave
Successes Required: 4 it behind. You head north, directly away from the
If you succeed, turn to 603. If you fail, turn to 368. Blackwall. Turn to 858.

138 141
You make your way to the Expeditionary Guild but find “All right, then,” nods the ogre. “I hate them orcies
the area empty. The blue tents of House Ross have been anyway.” Cross off any money you bribed the ogre with.
packed away and there is no sign of Sir Lawrence or “It’s madshards. That’s what they’re after,” he says
Emlyn Pass-Ross. Shrugging, you return to the city simply.
centre. Turn to 775. “What are madshards?” you ask.
“You know... madshards,” says the ogre, performing
139 some kind of indistinct mime. “Little bits of metal.
After washing yourselves you sit upon the bank. From that broken talisman, thing? You know. It’s what
Amelia has washed her long hair and is beginning to the whole orc uprising is about.”
re-braid it, gazing into her own reflection in the oasis. “And what is the orc uprising about?” you press.
On a whim Tasha offers to help her, and soon she is “Don’t ask me,” shrugs the ogre. “I was hoping you
twisting her hair into tight braids in a style reminiscent could tell me.”
of a Splintered Isle buccaneer. It is a moment of tender Try to convince the ogre to change sides (turn to 576)?
kindness, which have been rare since you came to the Kill the ogre (turn to 117)?
savage Valley of Bones. Amelia accepts Tasha’s help, Leave the ogre in peace (turn to 310)?
occasionally checking her progress by glancing into the
water. 142
“You’re going to make me look like a pirate!” Amelia There is no central marketplace in Chalice, but rather
laughs. “I quite like it.” the shops and stalls are spread out amongst the well-
“We can take it out if you have to meet any fine tended districts. Stern guards wearing fine longswords
lords or ladies,” Tasha says idly, continuing to braid. and ceremonial robes patrol the streets, watching you
“If it makes me look more like you, I don’t care carefully as you go from shop to shop. The finest
if some noble doesn’t like it,” shrugs Amelia. “I’m weapons in the valley are forged in this place, with
a bastard girl. No one in Royce sees past my name. techniques that rival those of Longport, although the
Not even my own father.” very best swords are not available for foreigners.
“Strange customs in your land,” Tasha muses.
“Perhaps we’ll sail to the Splintered Isles, next. That’s Item Buy Sell
true freedom. There’s no kings or queens there.” Crude Blade (Fighting +0) 25 10
“Or laws,” laughs Amelia. “Maybe they’re better Maul (Fighting +1)* - 25
off for it.” Iron Shortsword (Fighting +1) 200 100
This has been a kindly encounter. Note in Tasha’s Iron Greataxe (Fighting +2)* - 150
notes box that she has gained a heart for Amelia Pass- (continued...)

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Steel Longsword (Fighting +2) 800 400 144


Steel Greatsword (Fighting +3)* - 450 You are mid-way along the south coast of the Valley of
Masterwork Blade (Fighting +3) - 900 Bones. To the south is Viaan Island, occupied by the
Masterwork Greatsword (Fighting +4)* - 1250 fierce Bando tribe.
Shield (Armour +2) 50 25 Sail into the deep harbour of the Bando village
Hide Armour (Armour +1) - 30 (turn to 716)?
Bone Armour (Armour +2) - 150 Sail west (turn to 814)?
Bronze Armour (Armour +4) - 2000 Sail east (turn to 198)?
Soft Boots (Stealth +1) 500 250
Reference Book (Lore +1) 500 250 145
Warm Cloak (Survival +1) - 250
You manage to recall the correct incantations to dispel
Handsome brooch (Charisma +1) - 250
darkness of this kind, and suddenly your lanterns
Prybar 100 50
illuminate the room. Within you can see strange coffers,
Incense - 90
some of which have loose piles of coin scattered over
Goldwax Candle - 100
them. Opening the coffers you find a good deal more,
Engagement Ring - 65
some 200 silver coins in total, and a set of ornate bone
Vial of Poison - 50
armour (Armour +2). Unsure if your reward was worth
Dragonyak Horn - 35
the dreadful battle to get it, you move on. Turn to 93.
Lizard Hide - 50

146
When you have finished here, turn to 450.
Somewhere, deep within your subconscious, you realise
143 that something is wrong. The book is constantly
building to a point, but never satisfying you. For pages
You spend a full month with Che Long training up
and pages you have been utterly unenlightened, nor
the Bronzeguard. They are a formidable sight in
can you seem to break away from reading it. Slowly,
their gleaming bronze armour and powerful steel
painfully, as if in a dream, you grasp the edge of a
weapons. Only the best recruits are permitted to stay
page and tear it out. The curse is instantly broken, and
in training, and soon you have a unit of the Everchild’s
you continue to rip out pages until your consciousness
fiercest supporters dressed in enchanted armour.
clears. Your companions are relieved to see you have
The unit’s morale is exceptional, and they are sure to
woken from your reverie. You have been standing
make a powerful impression on the battlefield.
immobile for a full ten minutes! Turn to 695.
Add the following unit to the Saltdad garrison:
147
Bronzeguard – Strength 5, Morale 5
With perfect timing you slip into the room, jemmy
You cannot have more than one unit of Bronzeguard open the overseer’s table drawer and grab the key. You
in existence at any given time as their equipment is emerge just in time, ducking into a darkened corner as
irreplaceable. If the Bronzeguard are ever destroyed, a pair of guards wander by. Once they have passed,
you can train new recruits to use their equipment by you creep back to the gatehouse door, unlocking it and
spending another two gold bullion bars. Feeling nigh entering. Turn to 611.
indestructible, you return to the palace. Turn to 620.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Note: If you have a hygliph flower, the snakemen are


148 put off by its pungent odour and require a 5+ on their
Sir Lawrence pours you a bottle of fine Almskirk wine, attack rolls to inflict damage during this battle.
and bids you sit upon velvet cushioned chairs in his If you win, turn to 579.
plush marquee. “We are here to find spices,” admits Sir
Lawrence. “House Ross has always been more interested 151
in trade than the petty wars of Longport Bay. Let the
Daynes and the Baileys fight like dogs – we are interested You open the door into a large chamber with a glowing
in the larger world. We have expeditions elsewhere, but floor. Strange circles and runes have been carved in
this one is all about exploring the jungles that lie to the the middle, but it is difficult to make out exactly what
west of Lhasbreath. If we can find enough interesting has been drawn as crawling over the mystic patterns are
herbs or spices it might be profitable enough to set up a hundreds of beetles, their shiny black carapaces reflecting
trade post or colony.” the light of your lanterns. Almost as one they stop and
Sir Lawrence frowns. “Unfortunately, we’ve hit crawl round to look at you. The effect is rather eerie.
a snag,” he admits. “The knights who were going Like a tiny phalanx they begin to advance upon you.
to escort our scholars into the jungle have perished. Cast a spell to disperse them (turn to 754)?
They engaged in an honour duel with several barbarian Attempt to crush the beetles underfoot (turn to 518)?
locals... and came out of the battle poorly. Until I can
Slam the door shut to keep them out and return to
find guards I can trust, I cannot send our scholars in.
the crossroads (turn to 566)?
You seem cultured and capable folk. Perhaps you would
be willing to act as expedition leaders? There would
be an ample reward on offer!” 152
Would you like to accept Sir Lawrence’s offer (turn to 5)? The slaves of Clifftop are a lucky breed, compared to
Or do you not feel ready to risk the jungle just yet the citizens. Having paid money to acquire them, most
(turn to 775)? masters are unwilling to whip their slaves to death,
unlike the deathly ill peasants who toil in the fields.
149 If you have fewer than four party members in
The bull stands seven feet tall at the shoulder. your team you may recruit some more from the slave
This will not be an easy battle. market, either another named character, or a character
Opponent Attack Def Health you generate yourself using the Advanced Rules in the
Dragonyak Bull 6 (3+) 4+ 15 back of the book. You can never have a character of the
If you win, the dragonyak herd disperses in panic. same name appear twice in your party. If, for instance,
You can take a dragonyak horn as a reward for your Sar Jessica Dayne has died at any time during your
battle, if you wish. There is nothing else to see in this adventurers you cannot have her again in the same party.
canyon, turn to 115. It costs 200 silver coins to buy another party
member, and they start with no equipment. Remember
150 that a party member without a weapon has their
You must fight! Fighting score reduced by 1 point in combat.
Opponent Attack Def Health When you are done here, turn to 19.
1st Snakeman 3 (4+) 3+ 7
2nd Snakeman 4 (4+) 3+ 7
3rd Snakeman 4 (4+) 3+ 5
4th Snakeman 3 (4+) 3+ 5

– THE VALLEY OF BONES –


– Legendary K ingdoms –

153 155
You show Mannus, the keeper of the holy purse, the Dulcimer cannot be swayed and throws you out of his
iron sceptre – a symbol that you speak with the Iron house. Akini thanks you for your efforts but is resigned
King’s authority. He takes it (cross it off your adventure to a grisly death at the hands of her lover. You cannot stay
sheet) and welcomes you, commanding a slave to pour to watch, and leave, shaking your head at the savagery
you some wine and close the door. You begin to discuss of the Saltdad court. Turn to 75.
the Saltdad tithe and convey the Iron King’s wishes
that it should be modified downwards as a point of 156
principal. You also add that, coincidentally, the Iron The crier bird should fetch a tidy sum in a big city. Note
King understands that Mannus is poorly compensated it down on your adventure sheet. Pleased with your
for his time in the tax office and that good conscience find, you make your way out of the jungle. Turn to 618.
compels him to see that changed.
Bribe the official (Team check) 157
Skill and DC: Charisma (4+)
The sound of drums and crowds roaring echo in your
Successes Required: 4
ears as you are once again lined up in the gatehouse in
If you succeed, turn to 476. If you fail, turn to 560.
preparation for your latest bout. Up to four crude blades
(Fighting +0) are available to your characters. Again, one
154
character may be armed with a shield (Armour +2), and
If you have the code A77, turn to 6. If not, read on. another with a two-handed maul (Fighting +1)*.
You bid your companions farewell, assuring them Equip your characters as you wish then turn to 170.
you will be alright and that you must face the coming
trial alone. Reluctantly they agree to leave you, saying 158
that they will stay in Chalice until your exploration of
The market of Lhasbreath is a noisy and vibrant place,
the caves is complete. Until you return to Chalice you
based around a stone amphitheatre and bedecked with
cannot call on any of your other party members to make
brightly coloured tents. Monkeys and birds chitter in
skill checks, fight battles or carry or transfer equipment.
the cool shadows, darting away as people approach,
Akihiro is completely alone.
only to return to steal a loose berry or fruit.
Make a note that if Akihiro dies you should turn to
450. Eventually the rest of the party will realise he isn’t
Item Buy Sell
coming back and continue their adventure. Any items
Crude Blade (Fighting +0) 25 10
of equipment he was carrying at the time of his death
Maul (Fighting +1)* 50 25
will also be lost.
Iron Shortsword (Fighting +1) 200 100
You wander the hills for many hours, passing many
Iron Greataxe (Fighting +2)* 300 150
small and empty caves, pondering where exactly you
Steel Longsword (Fighting +2) - 400
should be going. After a while you sit upon a rock and
Steel Greatsword (Fighting +3)* - 450
enter a deep meditation.
Shield (Armour +2) 50 20
Meditate on your destiny (Individual check)
Hide Armour (Armour +1) 70 35
Skill and DC: Lore (4+)
Bone Armour (Armour +2) 300 150
Successes Required: 2
Bronze Armour (Armour +4) - 2000
If you succeed, turn to 683. If you fail, turn to 510.
Soft Boots (Stealth +1) - 250
Reference Book (Lore +1) - 250
(continued...)

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Warm Cloak (Survival +1) 500 250 where you end up.
Handsome brooch (Charisma +1) - 250 1-3: You are sold to the taskmasters of Clifftop,
Prybar 100 50 turn to 866.
Incense - 90 4-6: You are sold to the priests of Cursus,
Bluestone - 45 turn to 531.
Grey Talisman - 100
Engagement Ring - 65 162
Vial of Poison - 50 It is the morning of battle. About you the soldiers of
Dragonyak Horn - 35 the Everchild ready their weapons and armour, looking
Lizard Hide - 25 down the gentle incline towards the city. You doubt
the soldiers of Cursus will oblige you by fighting you
When you are finished here, turn to 775. on the slopes – you will have to go down to meet them.
Record this reference number (162) and turn to 300
159 to see the rules for mass combat. The Cursite forces are
If you have the code A42, turn to 257. If not, read on. arrayed below. You may choose a maximum of six units
As you cross a dune you come upon a strange sight. from the Saltdad barracks to commit to this battle.
A monkey, just an arms-length tall, lies in the sand, If you have the code A40, the Cursite Zealots are
breathing heavily, almost dehydrated. Such beasts are absent in this battle.
never seen outside the Lhasbreath jungles, and yet here If you have the code A95, ignore any spells cast by
Descantos, as he has been slain.
is one apparently wandering the desert like a nomad.
If you have the code A96, any units with the word
It is in a dreadful state. Gain the code A42.
‘mercenary’ in their title are absent in this battle.
Give the monkey some water (turn to 552)?
Descantos, the hired war wizard brought in by the
Give it a wide berth (turn to 125)?
patriarch, will cast the following spells at the start of
each round:
160
You rip the book from the orc’s hands. With a speed 1st Round: Enfeeblement – Your front unit in the
and bloodthirsty ferocity you would have thought was Centre zone loses 1 point of Strength.
impossible from the placid creature, the orc rears up 2nd Round: Clinging Dread – Your front unit in the
and stabs you in the neck with a knife he pulls from his Left Flank zone loses 1 point of Morale.
sleeve. Choose a party member to lose 4 Health points. 3rd Round: Rout – Your front unit in the Left Flank
The rest of your party manage to drag the orc away and must make an immediate Morale check or flee.
stab him to death as he violently thrashes. The change 4th Round onwards: Descantos casts no more spells.
over the orc seemed unbelievable. You didn’t even realise
orcs could read! Gain the code A71. Left Flank
Examine the black book he was reading (turn to 119)? Front: Cursite Zealots – Strength 4, Morale 5
Close the door and go somewhere else (turn to 821)? Support: Cursite Infantry – Strength 4, Morale 4

161 Centre
Front: Mercenary Knights* – Strength 5, Morale 3
You make good names for yourselves in the arena,
Support: Citizen Archers – Strength 2, Morale 4
but come to be feared and envied by the professional *Knights gain a +1 bonus to their Strength on the 1st
gladiators. They arrange with the arena master to have round of battle
you sold on to less heroic duties. Roll a die to determine

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Right Flank locked door is set in the nearby western wall. Around
Front: Cursite Riders – Strength 5, Morale 4 the bend the corridor terminates at another door with a
Support: Mercenary Spears – Strength 3, Morale 2 large red ‘x’ painted across it. You try the nearby door
but find it securely locked.
If you win, turn to 316. If you lose, turn to 220. Unlock the nearby door
(only if you have a rusty key, turn to 896)?
163 Go through the door with the ‘x’ on it (turn to 793)?
Swallowing your fear you crawl out of the tent and Go back to the long corridor (turn to 634)?
approach the strange light. You see it coalesce into a
familiar figure. “Mother…” you say sadly. 166
“Aye, Amelia, it is I,” responds your mother, her If you have the code A1, and you don’t have the code
ghostly form wavering before you. “I have travelled far A22, turn to 636. Otherwise, read on.
from the Savage Lands to give you this warning. Beware The sand shifts beneath your feet. Bursting from
Ashdain, lord of the third circle. He has fallen under the the desert come three giant desert scorpions, each as
power of the dark one and is not your friend. Accept no large as a war hound. They scuttle forwards, their
quest or task he might give you.” stingers tensing and claws open to catch you.
“But... I have never heard of this man…” you whisper.
“And who is this dark one you speak of…?” Opponent Attack Def Health
“I have said more than I should,” responds the ghostly 1st Scorpion 5 (4+) 4+ 5
figure. “Even your father, Baldwin, never treated me as 2nd Scorpion 4 (4+) 4+ 4
wickedly as Ashdain. Find my bones... then you shall 3rd Scorpion 4 (4+) 4+ 3
find the answers you seek.” If you win, you can extract a single vial of poison
“Where shall I find them?” you ask desperately. from their stingers. Turn to 804.
“Mother! Mother!”
But it is too late. Your mother’s image fades like 167
moonlight and vanishes into the black sky. You are You have returned to the funeral chamber of Imopposh
sobbing as you return to the tent, and your companions the Mad. However, you have already defeated this vile
comfort you as best they can. If your mother is indeed shade and taken his treasures. There is nothing more
dead, you will swear a vengeance upon her killer... if the to be done here. Turn to 115.
ghost can be trusted.
Gain the code A49. Turn to 840. 168
With the golems defeated you must decide what to do
164
next. Gain the code A92.
You are creeping through the shadowy compound, Examine the vault door (turn to 215)?
hardly daring to breathe as you tiptoe from one piece of Check out the room to the south (turn to 484)?
cover to the next. Guards are everywhere! Leave the palace (turn to 265)?
Sneak into the kitchen (turn to 424)?
Prowl into the armoury (turn to 353)? 169
Your distraction team must divert the guards' attention
165
from their posts at the gatehouses. What tactic do you
You are in a short corridor that twists to the west. A think is best?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Start a fight amongst yourselves (you need at least two Note: You cannot use spells in this fight, under threat
characters assigned to the distraction, turn to 45)? of mutilation!
Attempt to seduce the guards (turn to 7)? If you win, turn to 236.
Pretend to be a messenger, and say that their captain
needs them urgently (turn to 875)? 171
The young man takes you to a small side room and asks
170 you to wait while he organises introductions. You take
You step out into broiling heat, the sun scorching the a seat anxiously, hoping the young man is not some
sands under your bare feet. You are the first competitors devious con artist who has just run off with your money.
into the arena and receive a roaring cheer from the crowd Roll a die. If you roll between 1 and 4, turn to 234. If
as you appear. High above you the Iron King gazes you roll a 5 or 6, turn to 308.
down impassively, Malronac the Deathengine standing
unflinching by his side. You look across the heat-swept 172
arena as the far gate is opened. You cannot help but You find lodging at a large inn, The Iron Crown, which
swallow as a pair of shaggy-haired desert lions come serves coffee and warm beer in a courtyard surrounded
snarling out of the gate. Their manes are stained red by rentable rooms. For every 5 silver coins you spend,
with the blood of other victims, and they roar at you each party member can recover 1 Health point.
with filthy yellow teeth. You must fight for your lives. Spellcasters can also spend silver here to recharge their
spells, purchasing components in the nearby marketplace
and going into meditation in the privacy of their rooms.
During your stay you ask about the nearby landmarks.
“The Blackwall is a place of ill reputation,” confides a
serving wench. “No one knows why it was built, or what
it is walling off, since it is easy to go around it. Still, those
who become obsessed with it tend to disappear, never to
be seen again!” Frightening stuff! Turn to 75.

173
You frown. This book is nothing but a pack of well-
written lies. The truth in the world can only be found
from within, not from the idle rantings of some long-
dead scholar. You tear out a number of offending
pages, the world coming back into focus again. Your
companions are relieved to see you have woken from
your reverie. You have been standing immobile for a
full ten minutes! Turn to 695.

174
The spiders above you merely watch as you carefully
Opponent Attack Def Health shuffle along the thin, crumbling ledge. Midway a part
First Lion 4 (4+) 4+ 9 of the ledge flakes away, but you manage to keep your
Second Lion 3 (4+) 4+ 10

– THE VALLEY OF BONES –


– Legendary K ingdoms –

footing until you reach the far end. Soon, you have Go east to Luutanesh (turn to 614)?
all crossed, the spiders wary of approaching such large, Go north to the salt mines (turn to 25)?
flame carrying prey. Another chamber beckons on the Go south to the Withered Steppes (turn to 115)?
other side. Turn to 347. Talk to the caravan drivers (turn to 781)?

175 178
It will take skill and judgement to navigate the deadly The final giant skeleton topples with a mighty crash.
shoals around Mordain. The city doesn’t have a dire The treasures of the ancients are now yours to seize!
reputation for nothing! There are 2250 silver coins to take. You also find a
Navigate the shoals (Team check) goldwax candle, a bar of gold bullion and a cloak of
Skill and DC: Survival (4+) protection (Survival +3). In the coffin of the king, you
Successes Required: 5 prise a magical shortsword (Fighting +4) from his grasp.
If you succeed, you manage to steer past the rocks Pleased with your finds you stride out of the chamber
and into the harbour (make a note that your ship is in with your treasures, the curious door slamming shut
Mordain Harbour and turn to 662). If you fail, turn behind you as you leave. Turn to 46.
to 836.
179
176 It will be difficult indeed to track down the local thieves’
“We are emissaries sent by the Everchild,” you say guild without a contact. If you have the code A5, turn
confidently. “She wishes to discuss an important matter to 216. Otherwise your enquiries are met with nothing
with the God King.” but blank stares and snarls. Turn to 75.
“The Everchild died a thousand summers ago,” says
the sister firmly. “The God King does not deal with the 180
emissaries of ghosts.” You are in a long corridor, the remains of the barricade
This will take some persuasion. you dismantled spread thinly along its length. To the
Convince the sister (Team check) west, stone steps descend further into the complex.
Skill and DC: Charisma (4+) To the east is a simple wooden door.
Successes Required: 5 Go west, down the steps (turn to 747)?
If you succeed, turn to 709. If you fail, turn to 744. Go east, through the door (turn to 821)?

177 181
You are travelling on the Great Westroad, the western The normally straight-laced Amelia has enjoyed rather
branch of a magnificent highway made in the elder too much wine this evening. She is visibly tottering over
times. The entire road is raised on a bank of earth some to the wine barrel for more, to the raucous laughter of
twenty feet high, and great sand dunes have piled up nearby soldiers.
over the years on either side. It is busy with traffic, and Will you send a party member to escort her to bed,
with flatulent dragonyaks hauling many tons of goods in which case choose a party member and turn to 61?
in massive wagons between the great cities of the valley. Or let the woman enjoy herself for once (turn to 594)?
To the north the Stonewalls act as a barrier between the
consuming deserts of the south and the mysterious and
powerful nation of Drakehallow.
Go west to Saltdad (turn to 75)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

182 Open the vault (Team check)


If you have a barbarian body, turn to 249. If you have Skill and DC: Fighting (6+)
the code A67 or A86, turn to 331. Otherwise, read on. Successes Required: 4
Lhasbreath is a bustling town, full of energy and life. Note: If you have a prybar, the DC becomes 5+.
Therefore, it is strange to encounter an older looking If you succeed, turn to 498. If you fail, each party
man looking glum upon his doorstep. “My son, Garon member loses 1 Health point from the strain. You can
the Bloody-Mouthed is missing,” he admits. “He was try again until you succeed, losing 1 Health point each
adventuring near the cursed ruins of Mordain, but alas time you fail, or give up and return to the main floor
I have not seen him since. You are clearly travellers (turn to 574).
yourselves. If you should find my son, bring him home.
You shall know him by his great beard which he paints 184
red in honour of his grandfather.” You are almost sad as Yu Yan sprawls to the ground.
If you have the code A66, turn to 286. If not, you The woman fought well, and it was a shame such talent
promise the old man that you will keep an eye out for should go to waste. You search her, her stonecutter
him, and leave him to his misery. Gain the code A67 and sword (Fighting +2) is the most interesting possession
turn to 775. she has. This weapon inflicts two points of Health
damage for each success you score against rocky or stony
183 opponents.
Dashing from one pillar to the next as each guard turns She also carries 135 silver coins and, to your delight,
their back, you manage to creep as stealthily as mice until a silver idol. You shake your head in amazement. You
you are out of sight of the guards. Eventually you reach almost let the object of your quest slip through your
the back of the hallway and come to the vault door. It is fingers! Pleased to have completed your quest so
a colossal slab of black marble. It has no lock, nor handle, promptly, you make your way out of the cave, and back
and needs none. Its weight alone is designed to ensure it to the temple in Chalice. Turn to 856.
stays closed. It would take half a dozen men to open this
door in normal times. Can you manage it yourselves? 185
If you have a bronze locket turn to 43. If you have the
code A29 turn to 893. Otherwise read on.
You get into a conversation with an old man named
Janus about his adventurous wife, Alidale. Apparently
Alidale was a great explorer of the Valley in the times
before the rise of the Iron King. She had heard of the
Temple of the Unbroken, the birthplace of the Cursus
religion, and wanted to explore the ruins. Sadly, she
never returned. It has been forty years since then, and
Janus has never taken another wife. He asks for you to
keep an eye out for a bronze locket if you should ever
chance to venture into the temple yourself. It was a gift
Janus bought his wife when they were courting, and he
would like it back to remember her by.
You assure him you will keep your eyes peeled before
moving on. Turn to 614.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

186 189
A howling storm whips up from the cape to the west. If you have the code A100, turn to 421. If you have
The powerful gusts are blowing you closer and closer the code A33, turn to 540. If not, read on.
to the rocks! If you have the Nature Ward spell, turn You meet with the Everchild in the war room at
to 892. If not, choose someone to steer the vessel and the palace. She and her generals are poring over a
make the skill check below: huge map of the valley, with a particular focus on the
Navigate the storm (Individual check) city of Clifftop. “Welcome back, my friends,” she
Skill and DC: Survival (4+) smiles. “As you can see, we are planning our attack
Successes Required: Special on Clifftop. Due to the relative fertility of the land,
Note: The rocks will do 8 points of damage to your and reinforcements from Cursus, Clifftop possesses a
ship’s health. For every success you can reduce the large, if undisciplined army. I would feel confident
damage by 1 point. going into battle against them with six units from the
If your ship is reduced to 0 or fewer Health points Saltdad garrison. Any less than that would be... risky.
turn to 484. If not, read on. However, you’ve been stalwart commanders of my
You manage to avoid the worst of the dreadful forces, and you got me this city. So tell me.
weather, despite some damage to the ship. Relieved at Are we ready to launch an attack on Clifftop?”
your good fortune you resolutely sail on. Turn to 240. Order the attack (turn to 610)?
Wait until you have more soldiers (turn to 620)?
187 Have a private word with the Everchild (turn to 488)?
The rogues react with surprise and alarm as you stand
up and make your way down the ladder that links the 190
balcony to the ground floor. Evidently they have never If you have the code A85, turn to 138.
received visitors before. You attempt to calm them, Otherwise, read on.
letting them know that you mean them no harm. At first you are unsure if the rumours are true.
Calm the thieves (Team check) Can there really be an Expeditionary Guild in a city
Skill and DC: Charisma (4+) as raucous and illiterate as Lhasbreath? You find the
Successes Required: 3 ‘guild’ in the tent city, a collection of gloriously decorated
If you succeed, turn to 430. If you fail, turn to 266. marquees embroidered with the heraldic crest of House
Ross (a stag’s head on a field of blue and gold). This noble
188 house of Royce is based in the county of Longport Bay,
You tie a few ropes together and bind them strongly to which means they are a long way from home.
the most intact parts of the remaining wall, and then You are soon spotted by the leader of the guild, Sir
begin to abseil down the cliffside. Lawrence Ross, uncle to Baroness Carissa, the head of
Climb down the cliffside (Team check) the house. He is overjoyed to see some cultured travellers
Skill and DC: Survival (3+) in Lhasbreath and immediately invites you into his tent
Successes Required: 4 for a drink.
If you succeed, turn to 662. If you fail, a character Accept his offer (turn to 148)?
falls about halfway down, choose a party member to lose Politely decline and return to the city centre
3 Health points. You must make the skill check again, (turn to 775)?
a different party member will fall each time you fail. If
you pass, or fail four times, your entire party has made
it down, one way or another! Turn to 662.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

191 The mourners give a most impious cheer before


In order to get the weapons, you will need to split up your continuing their wake. The monk who advised the
party. Choose up to three party members to perform kensai congratulates you. “Young men are good at
war, but poor in wisdom,” he says. “With the exception
a distraction, and up to two party members to steal the
of the young people I see before me. Thank you for
weapons. You must have at least one party member
avoiding bloodshed. Perhaps this gift will aid you in
performing each mission. Once you have decided who
gaining even greater wisdom?”
will do which task, turn to 169.
The monk presents you with a block of incense.
Take it if you like, then turn to 450.
192
You believe you have deciphered the clever code in the 196
writing. You find a narrow knothole in the rock and The tunnel ends in a door with a black triangle painted
plunge your arm inside. You pull out a magnificent silver on it. Blood leaks from the gap under the door.
chalice, which you can sell in town for 100 silver coins. Open the door carefully (turn to 578)?
Note the money on your adventure sheet now. Pleased Return to the crossroads (turn to 310)?
with your find, you depart. Turn to 395.
197
193
You stagger from the chasm, pulling the Everchild from
You twist sharply and slip from Tommul’s grasp. the pit as you do so. You have all suffered wounds, and
He crashes to the floor, his companion clumsily tripping one of the Everchild’s followers lies dead in the crevice.
over him. With a laugh you quickly dash away, back to “Saint Elias watch over his spirit,” mutters the Everchild,
the safety of your companions. Turn to 157. as she glances back into the bloody pit. “We must go
on, or all was for naught.”
194 You stagger, wounded, through the only exit.
You stroll away from Luutanesh, the sun climbing the Turn to 347.
sky as you make your way back to the great road.
West, towards Saltdad (turn to 177)? 198
North, to the salt mines (turn to 25)? Your ship is crashing through the rolling waves of the
East, towards Chalice (turn to 442)? Azure Deep, the near-boundless ocean that covers the
South, to the Withered Steppes (turn to 115)? valley’s southern coast. To the north are high cliffs,
Southeast, along the Northroad to Cursus from which blasts of gritty sand, blown from the strong
(turn to 113)? coastal breezes, pour from the cliffsides. It has the
appearance of sulphur-yellow rivers, dashing down into
195 the oblivion of the sea.
You point out that the definition of a religious ceremony Roll a die. If you roll a 1 or 2, turn to 721. If you
and a funeral observance are quite different things roll a 3 or more, turn to 851.
in Chalice law. Simply passing by a temple is not a
ceremony in itself, and therefore no law is broken. The 199
kensai pause a moment to consult a monk in a nearby
If you have the code A16, the barbarians treat you as
temple, but soon realise that you are correct in the most
friends. After exchanging pleasantries they ride on.
literal sense. In deference to the dead man’s life of selfless
Turn to 840. If not, the barbarians have only looting
service to the state they allow the casket to pass.
on their minds, not fine words. Turn to 238.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

200 202
Battles at sea are very similar to personal combat. Your You are deep in the central deserts of the valley, where
ship makes the first attack, unless the text tells you it is sometimes years between rainfall and civilisation
otherwise. Make a Fighting check using the Fighting is all but unknown.
score of your ship. The Defence of ships is always 4+ Manage your water (Team check)
in ship combat. For every success you score you can Skill and DC: Survival (4+)
reduce the Health of the enemy ship by 1 point. The Successes Required: 4
enemy ship then attacks you in the same way. If you succeed, you manage to conserve water by
If you have a spellcaster with any Sea Combat spells, travelling mostly at night and sheltering from the
they can cast one spell before each attack you make. worst of the sun. If you fail, each party member loses
Only spells marked ‘Sea Combat’ can be used when 1 Health from heatstroke.
ships fight. Roll a die. If you roll a 1 or 2, turn to 159. If not,
The combat ends when either your ship or the
turn to 125.
enemy are reduced to 0 or fewer Health points. Now
turn back to the page reference you recorded earlier.
203
Good luck, captain!
Hacking your way through the library you at last manage
201 to break through the swarm of bashing, flapping books.
At first you fear you will have to stay in one of the When the last party member has escaped you slam the
religious hostelries that dot the city. A nightly whipping door shut, the thud of books impacting on the door
does not appeal, so fortunately you discover a single inn shuddering through your body. Eventually the noise
that caters to foreigners; The Sign of the Sand, built stops, and you presume the books have returned to their
in the harbour district. Though it is built of stone, it shelves. Hoping you will have no more book-related
reminds you of the kind of traditional inn you might perils you make your way onwards.
find in Royce, with warm beer and comfortable rooms Turn to 69.
aplenty. It was built with the permission of the priests
a hundred years ago, to encourage sea trade to the city. 204
Its future is constantly in doubt, as hard-line priests “This is a poor show, my lord, for a noble house to
detest its presence in the city, but so far economics has exert such effort against a common one,” you say sadly.
trumped religious politics. “Has the house of Dulcimer dropped so low that it can
For every 5 silver coins you spend, each party only feud with peasants and serving girls? Are they
member can recover 1 Health point. Spellcasters can your equals that you summon such a show of force
also spend silver here to recharge their spells, purchasing and indignity? Such rustics should be ignored, not
components in the nearby marketplace and going into
dignified with vengeance. Release the girl’s aunt before
meditation in the privacy of their rooms.
you are made a laughing stock before the king!”
You get into a discussion with some travellers from
Panicked by your words, Dulcimer quickly agrees
Drakehallow, who seem set on exploring the ruins
to release Akini’s aunt, on your agreement that you will
of Mordain. “There are vast tunnels and dungeons
located beneath the surface,” says one, a wizard from never mention this awkwardness in court. You agree
the magical school Animus Mast. “No one has mapped and are soon escorting Akini’s aunt back home.
them all, but a wise explorer will try. It’s easy to get Turn to 68.
turned around in those deathly arcades.”
When you are finished here, turn to 340.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

205 any who ask for it. If one of your party members wants
Your descent is relatively straightforward, though you are some ritual scarring, they must lose 1 point of Health
compelled to light your lanterns to see anything more permanently. Add the Ritual Scarring (Cursus) to the
than the entry shaft. Tunnels lead off in four directions, notes section of their character box.
carved out of the antique sandstone. When you are finished here, turn to 19.
Go northwest (turn to 761)?
Go northeast (turn to 801)? 208
Go southeast (turn to 869)? You are about halfway across the plank when it suddenly
Go southwest (turn to 217)? breaks in two. You plunge down into the pit and onto
Climb back up to the surface (turn to 426)? the spikes. Roll a die. Your party member loses that
many Health points.
206 You watch as the timber plank which ‘broke’ above
You greet the Bando tribesmen like old friends, and you suddenly snaps back into place. Only now, from this
soon there is singing and cheering across the village. position, can you see that the plank is hinged on either
As a good will offering you present the Bando with a side, and is designed to separate when someone puts their
few surplus tools and ropes from the ship, and you are weight on it and then reset immediately afterwards.
presented in turn with sweet, intoxicating fruit drinks You curse the ingenuity of the trap maker as your
and a well-crafted spear (Fighting +0). companions quickly come to your rescue, bending down
Soon you are escorted to see the shaman. to offer you their hands. You scrabble out of the pit.
Turn to 381. Turn back to 761.

207 209
The Church of Cursus in Clifftop is unique in the valley, You return to the excavated cavern dug out by the
in that it is made of jungle timbers rather than stone. invading orcs. The short tunnels lead to nothing but
The city is poor, and not even the faithful have the dead ends. After giving the chamber one last look, you
means to pay for the impressive black stone ziggurats make your way back up the stairs. Turn to 634.
more common to Cursus temples. Within the hall you
can see flagellated parishioners begging for forgiveness 210
from their distant god, whilst poor priests while away the You are standing in a comfortable attic room which
endless hours with chants they must recite from memory contains dozens of bunkbeds. Monkeys sleep in the
for lack of expensive books to refer to. beds, blankets tucked tight around themselves. A few
The high priest is eager for donations. If you pay monkeys are still up, sitting in small chairs, reading
him 1,000 silver coins he will clumsily bless you. Find books by candlelight. Tiny wardrobes contain robes,
the party member with the lowest Stealth score in the turbans and hats. What kind of madhouse is this? The
team, and if their Stealth score is less than 3, increase monkeys resolutely ignore you as you make your way
their Stealth by 1 point. If all your party members' across the floor. It seems as if you are free to explore the
Stealth scores are already 3 or above, the blessing will house. Where will you go?
have no effect. To Unbraaki’s study (turn to 659)?
You may also receive some ritual scarring, which are To the library (turn to 459)?
runes sacred to Cursus carved across the chest of the To the basement (turn to 67)?
subject. The priests are bound to perform this service to

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– Legendary K ingdoms –

their best chance of escape, turn on their masters with


their picks and shovels.

Opponent Attack Def Health


1st Orc 4 (4+) 4+ 9
2nd Orc 5 (4+) 4+ 11
3rd Orc 4 (4+) 4+ 10
4th Orc 3 (4+) 4+ 10
5th Orc 4 (4+) 4+ 6
Orc Leader 7 (4+) 4+ 14
Notes: The slaves will assist you in this battle. After all
your party members have attacked, the slaves will inflict
1 point of Health damage on each orc, except the orc
leader – they are too terrified to strike him!
If you win, turn to 707.

214
The Iron King’s armies cannot hold off against you.
They break and run, scattering into the desert. The
Everchild commands the army forward into the city
of Saltdad itself. A number of guards and priests of
211 Cursus attempt to stand in your army’s way, and the
You are in the room with the open coffin. battle dissolves into a furious street fight between your
Shattered skeletons surround you. forces. Incredibly, despite your overwhelming victory
Go through the north door (turn to 717)? on the field, it looks like the Iron King might be able to
Go through the south door (turn to 18)? hold you off until the desert night freezes your troops
Go through the south-west door (turn to 127)? away.
The deadlock has to be broken! Leaving the
212 Everchild in charge of the army you break through
Puffing yourselves up, you and your companions put on the lines to storm the palace itself. Kicking open the
a brave show before the slaves, shoving them hard and door to the throne room you can see the Iron King in
roaring bold threats. This will require a good deal of his full battle regalia, waiting with his elite guards.
bravery and force. “Foreign devils!” he spits, still proudly wearing his
Threaten greedy slaves (Team check) jagged crown. “This city is mine! I’ll not hand over
Skill and DC: Fighting (4+) the reins of power to a child!”
Successes Required: 4 He grimly advances. The final battle for Saltdad
If you succeed, turn to 526. has begun!
If you fail, turn to 572. If you have the code A8 the Bronzeguard is not
present.
213 If you have the code A13 Malronac the Deathengine
You draw your weapons and prepare for a mighty battle. is not present.
You are pleased to see the slaves, who realise that this is

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– Legendary K ingdoms –

Opponent Attack Def Health through the more mundane protections, like locks and
The Iron King 6 (4+) 4+ 15 stubborn guards. We split the rewards fifty-fifty. Deal?”
Malronac the Deathengine 6 (3+)* 4+ 30 Agree to the heist (turn to 617)?
Bronzeguard 9 (4+) 5+ 12 Politely decline (turn to 75)?
Sgt Kheller 5 (4+) 4+ 7
Sgt Tacitus 5 (4+) 4+ 6 217
*Note: Malronac will attack twice each round. You must You continue down the tunnel for a while before it ends
assign the damage of the second attack to a different at a rather grand door with a strange, three-pronged lock
character from the first. set in its centre. The door is solidly constructed and will
If you somehow manage to win, turn to 309. not budge an inch, nor is the lock something that can be
easily picked. If you have a pyramidal key turn to 102.
215 Otherwise, there is nothing else for you to do here, so
If you have the code A93, turn to 348. If you have the you return to the crossroads. Turn to 46.
code A12, turn to 258. Otherwise, read on.
You look over the vault door. As you surmised there 218
appears to be no way to open it. Without a key or a You sit upon the ledge side, on a small outcropping of
handle, the vault seems inaccessible. If you have the code rock, crossing your legs and calming your breathing. In
A43, turn to 293. If not, you will have to do something the distance Yu Yan looks at you with amazement, before
else. Perhaps you can find an expert to help you with slipping away into the dusk.
the vault door? Gain the code A11. You gaze out into the beautiful landscape, considering
Check out the room to the south (turn to 484)? the perfect arrangement of the world before you. Sky,
Leave the palace (turn to 265)? water, rock and sand lie in harmony with each other.
All is still, with the setting sun casting the sky into scarlet.
216 Soon the stars emerge, one by one, until a celestial sea
You make your way under the city to see Brekken, the revolves around your head, adding the heavens into a
leader of the thieves’ gang you encountered in the tunnels mix of perfect symmetry. As you gaze upon the sight,
beneath the arena. He is pleased to see you again and abandoning your quest for the idol, the weight of failure
celebrates the occasion by opening a bottle of wine. If seems to lift from you. Your thoughts enter balance, and
you have the code A10, turn to 663. If not, read on. suddenly your ambitions seem as weightless as the air.
“It was quite a feat, you sneaking out of the Saltdad Note on your adventure sheet that Akihiro has
Arena like that,” muses Brekken over a glass of white achieved Enlightenment. Akihiro can gain 1 point of
wine. “It’s a shame to waste such talents merely on matters Lore. Sadly, there is now no chance of recovering the
of survival. Perhaps you’d be willing to do a little wealth idol. Accepting your failure lightly, you decide to return
redistribution? Namely, from the silver stores of a rich to the Chalice temple and face your fate. Turn to 856.
man into the pockets of the poor – in other words, us?”
“What’s the job?” you ask neutrally. 219
“The city jeweller, Chellar, a former chancellor of the Where do you wish to go from here?
Iron King,” says Brekken. “He’s as rich as a king himself. Continue west along the road (turn to 12)?
We go in, grab everything we can, and get out. Of course, South, towards the Blackwall (turn to 691)?
his brother is a sorcerer, so they say the whole place is North-west into The Salt Plains (turn to 460)?
protected by magical defences. That’s where you come East, to Saltdad (turn to 75)?
in. You help us deal with the magic, and we’ll help get South-west, to the Tumblestones (turn to 137)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

220 into a sizable cavern. Curled up into a tight ball, you see
The odds are impossible! Your forces are overwhelmed. the fish-white scales of a terrible salt dragon, sleeping
You watch in despair as the Everchild’s encampment on a pile of human bones and scattered treasure. Its eyes
is overridden by a hundred horsemen. You share her flick open, and it puffs sharply, trying to scare you off.
fate, the merciless army of Cursus chasing you down Will you fight the dragon (turn to 787)?
and cutting your throats. The dream of freedom in the Or carefully back away to the lift (turn to 135)?
valley, and your adventure, is over.
223
221 Soon it is time for another bloody battle in the arena.
The whole family have gathered outside onto the terrace Each character is given a crude blade (Fighting +0)
as you approach, their neighbours craning their necks to and pushed out to face the current arena champions.
see you. Janu, your brother-in-law, bows deeply as you The crowd roar – they recognise you from your
approach. “You honour us with your visit, kensai,” he previous battles and know that this should prove an
says honestly. “My house is yours. It would please me entertaining fight.
if you and your companions would stay with us during
your visit to the city.” Opponent Attack Def Health
“Thank you, Janu,” you say. “Your offer is most kind.” Grim Gladiator 8 (4+) 4+ 12
That night the children sit at your feet as you Mighty Gladiator 5 (3+) 4+ 10
recount tales of your adventures. Your mother and Agile Gladiator 6 (3+) 5+ 6
sister glow with pride to see you in your fine robes, If you win, turn to 161.
your confidence returned.
You may stay in the house as long as you like. 224
All party members can restore their Health scores to Perhaps it would be wiser if only a few people entered
maximum. Spellcasters can also spend silver here to the room? Decide who is passing through the shadow
recharge their spells, purchasing components in the door and who is staying behind. You can send your
nearby marketplace and going into meditation in the whole party in if you wish, or change your mind and
privacy of their rooms. close off the shadow door. Once you have decided, turn
If you have the code A98, turn to 450 when you are to 903 if at least one person enters the room, or 717 if
ready to leave. If not, read on. you close the shadow door.
If Sar Jessica is in your party and she has at least two
hearts in her notes box for Akihiro, turn to 607. If Brash 225
is in your party and he has at least one heart in his notes You have a most pleasant stroll through the centre of
box for Akihiro, turn to 62. Otherwise, after a long stay, Chalice. The streets are peaceful and the people orderly.
you bid farewell to your family. Turn to 450. You have a cup of rice wine by the river to relax and
watch as a graceful dune-swan and its chicks paddle
222 down waterway. When you have finished relaxing,
The lift slams onto the surface of the fifteenth level. turn to 450.
This is the deepest portion of the mine, long since
abandoned by the workers. If you have the code A27, 226
turn to 344. If not, read on. Security is much too tight around the archwizard. All
You creep carefully down the tunnels until they open the party members assigned to the assassination have

– THE VALLEY OF BONES –


– Legendary K ingdoms –

been captured. What happens to them now is down known fact that the yellow Hygliph Flower is proof
to you. If you capture the city of Cursus you can free against all snakes, even the wicked snakemen in the
them from prison. If your army is defeated, the party Temple of the Unbroken, who react poorly to its pungent
members will be executed. Either way, the captured perfume.” Interesting.
party members can take no further part in the battle You may take the reference book. You grab a few
until rescued. Turn to 96. of the more precious tomes as well.
Snatch the golden candlestick, if you haven’t already
227 (turn to 644)?
The salt mine is only moderately populated. Many of Head upstairs to help the climbing team (turn to 92)?
the ex-slaves have deserted mine work for more pleasant
pursuits above ground. Those who remain are better 231
dressed and equipped than they were before but look Choose a party member to sneak into the chamber and
just as unhealthy. make the following check:
Which level of the mines will you explore? Sneak into the chamber (Individual check)
The twelfth level (turn to 739)? Skill and DC: Stealth (5+)
The thirteenth level (turn to 388)? Successes Required: 2
The fourteenth level (turn to 597)? If you succeed, turn to 428. If not, turn to 799.
The lowest level (turn to 222)?
232
228 To your mixed delight and horror, the skeletons rise
You believe you have deciphered the clever code in from the dead, their bones clicking and clacking as
the writing. You find a narrow knothole in the rock they stand up straight before you. The skeletons will
and plunge your arm inside. You cry out in shock as a be useful allies. There are four skeletons, and you can
savage blade slices into your hand. Pulling it out you assign one to each party member to control. If you
are astonished you did not lose the whole thing. Choose have more skeletons than party members, the excess
a party member to lose 5 Health points and 1 point of skeletons will collapse.
Fighting. Cursing the ancient trap makers, you leave in While a party member has a skeleton following
disgust. Turn to 395. them, they gain an additional 2 points to their Fighting
skill, which combines with any other bonuses from
229 weapons or other items. Additionally, your skeletons
You furrow your brow as you attempt to mar the runes will bravely take damage for you. Each skeleton has 6
on the window frame. Health points. When a party member takes damage
Dispel the runes (Team check) in combat (not from any other source) the skeleton
Skill and DC: Lore (4+) will step in the way and take the damage for that
Successes Required: 5 character. They have no armour, and are destroyed
If you succeed, turn to 791. If you fail, turn to 830. when they are reduced to 0 Health. Skeletons cannot
regain Health points.
230 Your skeletons can only exist whilst you are in
the Mordain ruins. As soon as you step outside they
The bookcase contains a number of valuable tomes, will crumble to dust. Gain the code A75. Pleased with
including a reference book (Lore +1). There is also your new companions, you make your way back to the
an interesting tome on herb lore. You flick through it crossroads. Turn to 310.
briefly, and come upon a reference to the Lhasbreath
Jungles, here in the Valley of Bones. “…it is a well-

– THE VALLEY OF BONES –


– Legendary K ingdoms –

233 Dagon (turn to Drakehallow 230)?


For each troglodyte head you cross off your sheet you can Animus Mast (turn to Drakehallow 600)?
gain 25 silver coins. “Keep up the good work,” he enthuses.
“I’m sure the slaves appreciate your valiant efforts.” 236
Return to the mine to hunt more troglodytes The cheers from the crowd resound across the arena as
(turn to 681)? the final lion falls dead. You cannot help but stifle a tear
Make your excuses and leave the mine (turn to 722)? at the death of the noble beasts, cruelly plucked from the
wild to fight for the entertainment of the savage crowd.
234 Feeling more bestial than even a lion, you are taken
The man is a devious con artist who has just run off with from the arena and disarmed again (remove your
your money. Eventually, a surprised looking servant weapons and armour from your adventure sheet), eager
enters the room and sadly tells you that the king has for another bowl of water to slake your aching thirst.
retired to his chambers, and that all foreigners must now You come upon a sight of even greater cruelty. Poor
leave the hall until morning. Upon interrogation the Milagros is being shouted at and struck by an angry
servant reveals that the man you gave money to had never guard, enraged at receiving a splash of soup across his
been seen in the hall until today. Cursing your naivety, armour. The poor girl is on the ground, in his shadow,
you storm out of the hall. Turn to 775. nursing a bruise on her cheek as the guard pulls out his
whip to punish her further.
235 Dash to her defence (turn to 812)?
You invoke your spell, concentrating hard on your Keep well out of it (turn to 319)?
destination. You can feel the portal links that connect
to this location. Where will you travel? 237
The Palace of Unbraaki (turn to 484)? A terrible battle begins!
The city of Longport (turn to Crown and Tower 321)?
Opponent Attack Def Health
Thalsia (turn to Pirates of the Splintered Isles 108)?
Black Spider 5 (5+) 4+ 7
Ozury (turn to The Gilded Throne 500)?
Grey Spider 4 (5+) 4+ 7
The Hallowed Grove (turn to The Savage Lands 45)?
(continued...)

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Green Spider 5 (5+) 4+ 6 the bit about you bringing me the silver idol.”
Red Spider 4 (5+) 4+ 5 You flinch. “But surely if I am to pass the test…?”
Special: At the end of each combat round, after the “What do I need of a silver idol, anyway?” snaps
spiders have made their attacks, each party member Honnu. “You will not find your kensai spirit stamped
loses 1 Health from being bitten by the swarms of tiny on the base of an idol. Let the thief be pleased with
spiders at their feet. herself. Your spiritual reward will last longer than her
If you manage to survive, turn to 197. reward in coin, I promise you that.”
You smile at the cunning old man. Clearly there is
238 more to these tests than meets the eye. Turn to 530.
You must fend them off!
242
Opponent Attack Def Health After a short journey the tunnel leads to an old door,
Lhasbreath Barbarians 9 (5+) 3+ 16 long since smashed to pieces. Beyond lie empty racks
Barbarian Leader 4 (4+) 4+ 7 and armour stands, the chamber having been looted long
If you win, you can loot 20 silver coins from their ago, and a tunnel continues into the darkness beyond.
bodies before moving on. Turn to 840. Only one weapon remains, clutched in the hand of a
dusty skeleton. The sword is carved of dark blue metal,
239 with spidery runes engraved across its blade.
You’ll not back down in front of a knave like Tommul. “I sense some enchantments, but also a strong
You must fight this battle alone. Since you have no curse,” notes the Everchild. “I would advise you to
weapon you must reduce your Fighting score by 1 point. leave the blade and continue.”
Pick up the blade (choose a character to do this and
Opponent Attack Def Health turn to 131)?
Tommul 3 (5+) 4+ 7 Leave the sword where it is and continue onwards
Brute 2 (5+) 3+ 6 (turn to 647)?
After three rounds of combat the guards will arrive
and pull you away to your cell. If you defeat Tommul 243
before this time roll a die and compare the result to your You attempt to make your way to the historic harbour
Fighting skill. If the die roll is higher, improve your of the city, but the way is blocked with piles of rubble.
Fighting skill by 1 point. Mordain, like many coastal cities in the Valley of Bones,
Now turn to 157. was raised on a clifftop in order to deter coastal raiders.
However, with the curtain wall of the city in ruins, it is
240 impossible now to even approach the cliffside, let alone
You are sailing just south of the Lhasbreath Jungle. get a view down the cliffs. Perhaps it would be easier
Sail west (turn to 21)? to get there by sea? Turn to 515.
Sail east (turn to 516)?
244
241 Once again you leave the labyrinth that is the shadow
You report your failure to retrieve the silver idol but land. Feeling weak and drained you head north towards
speak instead of the revelation you had on the hilltop. civilisation. Turn to 858.
“Excellent!” claps Honnu. “Well, I think we can skip

– THE VALLEY OF BONES –


– Legendary K ingdoms –

245
The ogre seems stunned that such thin and puny Skullcracker hands you a rusty key. “This is the key to
creatures could possess so much money. “Beats me why the room I’m supposed to be guarding,” he says. “Why
you wander ‘round dungeons when you have that kind don’t we loot it, instead? Just go north, then east a bit,
of dosh lining your pockets, but well’a’day.” and you’ll find it.” Thanking your new companion,
The ogre rises to his feet. “Skullcracker’s the name,” you return to the crossroads. Gain the code A76, then
he says. “I don’t do cities, and I don’t do boats. Other turn to 310.
than that, I’ll hang around with you for a bit.”
Skullcracker can be treated just like an ordinary party 246
member. He possesses the following skills: The king nods as he scans over the document with his
eyes (cross the tithe report off your adventure sheet).
Skullcracker “A good reduction, and a modest bribe, this is well,” he
(Ogre of the Savage Lands) concedes. “Though it pains me to sully our court with
the intrigues of foreigners. Take your reward and never
Fighting 8 Survival 3 come in our presence again.”
Stealth 1 Charisma 2 The Iron King waves to one of his councillors, who
Lore 1 Health 12 reluctantly places 350 silver coins and an iron greataxe
(Fighting +2)* into your hands. Sensing that you are
lucky the ungrateful king even left you alive, you quickly
Skullcracker has a number of special rules as a depart before his mood changes. Turn to 75.
party member:
• He is lazy and he will not carry any equipment for 247
you, even items that boost his skills. Skullcracker wields If you have the code A76, turn to 36. If not, read on.
a club, but it is nothing special. Should the party ever This small room contains a very large ogre. In fact,
lose their equipment he will be able to replace the club there is actually bedding for two of these enormous
instantly with a bit of large bone, table leg or other such creatures, but currently only one is here, chewing on
item. Effectively, Skullcracker is never disarmed. the leg bone of a sand lizard. He eyes you lazily.
• He won’t enter a city, which includes the following Attempt to speak with the ogre (turn to 693)?
locations: Chalice, Clifftop, Cursus, Lhasbreath, Rush to an attack (turn to 117)?
Luutanesh or Saltdad. If you go to these places, Politely excuse yourself and return to the crossroads
Skullcracker will wait outside until you leave. Ogres aren’t (turn to 310)?
very popular in civilised places.
• Even though he can’t stay in human inns, Skullcracker 248
will recover Health points at the same rate as your other
party members when you pay to stay at an inn. If you have the code A38, turn to 490. If not, read on.
• He won’t board a ship. He had a queasy tummy The dragonyak bull bows to you as you speak in the
on the orc boat and won’t tolerate going aboard another. ancient tongue of beasts. “You are an animal friend,” he
If you insist on going sailing, he will leave the party. intones. “Our legends say that it has been an eon since
• His contract with you ends when you travel to any dragonyak was so addressed. You honour us.” The
another land – i.e. you begin to explore another book. dragonyak unleashes a bellowing roar, which is repeated
At this point, Skullcracker with take his leave and by his herd. One dragonyak immerses herself in the
wander into the desert. water of the oasis and emerges sometime later with a

– THE VALLEY OF BONES –


– Legendary K ingdoms –

cloak, sodden with water, but miraculously unharmed well the circle will activate and imbue you with power.
by the passage of years. The bull insists you take the If you have some quicksilver you can try it out
cloak, for he is aware that man-apes such as yourself (turn to 26)?
favour them. Otherwise there is nothing more to do here,
You take the rugged cloak (Survival +2) so as not so you must return to the crossroads (turn to 566).
to offend the mighty bull and make your way onwards.
Gain the code A38. Turn to 115. 252
You are greeted by Honnu and the other monks, and
249 go into meditation with them for a few days. There is
You seek out the father of Garon the Bloody-Mouthed. nothing more Honnu can teach a fully trained kensai,
He is still sitting sadly upon his doorstep when you so after a few days of peace you make your way onwards.
return, bearing his son’s body in your arms. The father Turn to 450.
gives a great howl and clasps his son’s body. Cross off
the barbarian body from your adventure sheet. 253
“It is as I feared,” he weeps. “I thank you for returning Although you know that the nomads make their home
his body so it may be buried with honour. I was to in the Withered Steppes, their territory covers hundreds
present my son with his grandfather’s magical amulet of square miles of desert. Finding them will not be easy.
upon his successful return – but now I have no sons left Locate the nomads (Team check)
to inherit. I wish you to have it. It is what Garon would Skill and DC: Survival (5+)
have wanted.” Successes Required: 3
The old man presents you with an amulet of health If you succeed, turn to 473. If you fail, turn to 422.
(Max Health +1). It would be churlish to refuse it. You
leave the old man to his sorrows. Gain the code A86, if 254
you do not have it already, and turn to 775.
You cannot ward the assassin away. He ducks under your
blade and stabs the Everchild in the leg. She squeals and
250
kicks him away, and you impale the knave through the
It’s not your city. You shoulder the loot bag and slide back. Casting his body aside you rush to the Everchild.
back down the rope. Add the 200 silver coins and the “It’s not bad!” she assures you, gripping her bleeding thigh.
handsome brooch (Charisma +1) to your equipment, if A quick examination of the assassin’s dagger tells you
you haven’t already. Once you are a few neighbourhoods otherwise... it has been poisoned.
away you stroll along as if nothing had happened. Soon she in a critical condition, unable to stand, her
Turn to 450. flesh looking as grey as stone. In her fevered delirium she
insists on leading the troops into battle, but this is clearly
251 impossible. You command her to concentrate on getting
The beetles are gone, but they'll soon be back. You better, and to focus all her healing energies on herself.
brush them away from the mystic circle and examine it. Word soon gets around about the Everchild’s
It appears to be some kind of health boosting magic condition. Each army unit in the Saltdad barracks must
circle with a small indentation in the middle, not unlike lose 1 point of Morale. You dread the coming of the
an ink well. Indeed, the instructions for its use have dawn, but you realise you cannot escape now. You must
been usefully painted upon the walls of the chamber. face what comes with as much courage as you can muster.
It appears that if you pour some quicksilver into the central Turn to 162.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

255 come a pair of giant sand lizards. These beasts alternate


You clamber up to the open window and peek inside. between lazily sitting in the sun or hunting prey with
A roughly dressed man is standing in a finely appointed energetic intensity. These ones are obviously hungry,
room, hurriedly searching through cupboards and and scuttle forwards, their mouths as wide as crocodiles.
trunks, casting clothes and knick-knacks over his
shoulders. A large bag is thrown on the bed, glittering Opponent Attack Def Health
treasures peeking out of the top. 1st Sand Lizard 4 (3+) 4+ 7
2nd Sand Lizard 4 (3+) 4+ 9
If you win, you can take some lizard hide if you wish.
Turn to 125.

258
There is a strange sound in the room to the south, and
you instinctively draw your weapons. Fortunately, it is
just Brekken and the rest of his thieves. You wondered
when they would get here!
“An old friend of ours in Chalice offered us an easy
route into the palace,” explains Brekken. “We thought
it might be easier than sneaking past all those guards.”
“Yes... but how did you know when to arrive,” you
ask, mystified.
“Well... he’s quite knowledgeable, is our friend,”
winks Brekken. “Shall we get on with it?”
You nod, and soon Brekken and his gang are
surrounding the vault, their hands pouring over it,
scratching their beards and muttering to each other.
Try and sneak up on the man (turn to 91)?
You catch Brekken producing a scroll, which he reads
Demand the man tell you what he is doing (turn to 724)?
from. Suddenly the door begins to swing open.
Quickly depart before the man sees you (turn to 450)?
“I suppose your friend gave you that as well!” you
say, indicating the magic scroll which even now is
256
disintegrating into ash.
You have entered a small, cramped library, with “Well – he moves in mysterious ways, doesn’t he?”
bookshelves lining the walls and standing in rows before grins Brekken.
you. Several books are on the floor, apparently hacked You may now loot the vault. However, you must
apart with swords. Besides this crude vandalism, the give three items from the treasure list to Brekken and
books seem in good condition. his gang. The silver coins count as one item.
Examine some of the tomes (turn to 558)? Now turn to 416.
Shut the door and return to the alchemical chamber
(turn to 69)? 259
After days of monotony, you finally come upon an arch
257
in the wall. It is the Shaded Gate, though how you
Skittering across the desert sands at unbelievable speed knew its name is a mystery to you. Beyond the arch the

– THE VALLEY OF BONES –


– Legendary K ingdoms –

desert continues... except the land is a shadowy haze, a of the elder time (all the rest were destroyed by Abraxas
dark reflection of the real world. during the desolation). It is believed that he is personally
Will you enter the Shaded Gate (turn to 410)? responsible for the banishment of Abraxas into the centre
Or break off from the wall and head north of the earth at the climax of the desolation, and that he
(turn to 858)? is therefore not merely the vicar of the gods, but also a
powerful sorcerer in his own right. He still lives today,
260 and grants blessings to pilgrims. Sometimes he advises
The flickering torch deceives your eyes, shadows from the world’s mightiest rulers, if they will hear his wisdom,
your companions making it look like your foot is in but he has always remained neutral in all political affairs.
a safe place. There is an audible crunch as you step Turn to 680.
upon a juicy egg. Tiny spiderlings emerge in their
hundreds. Suddenly the giant spiders move as one, 263
descending upon your companions and the Everchild’s You are in the Everchild’s hideout in Luutanesh. Around
followers. Eggs crack open as careless feet release more you generals and captains of her armies swirl in great
baby spiders. Turn to 237. preparation for the forthcoming battle.
Take the opportunity to rest at the inn (turn to 66)?
261 Speak with the Everchild (turn to 898)?
“I’m glad I found you. I must tell you some sad news,” Order the attack on Saltdad to begin (turn to 376)?
you say gravely. “I met one of your kind in the desert. Leave Luutanesh (turn to 194)?
An apprentice of Unbraaki. Alas, he perished. He did
not return to you because he feared Unbraaki would 264
harm you if he found him hiding here. I am sorry to This will be a fraught battle.
bring you such sad news.”
The chattering in the treetops instantly stops, to be Opponent Attack Def Health
replaced by mournful howls. “Curse you for bringing Skeleton Warriors 9 (4+) 4+ 12
such dreadful tidings!” cries one of the monkeys. “For Skeleton Archers Special 4+ 13
you speak of my own son! Oh! Misery! Misery!” Note: The skeleton archers do not attack in hand-to-
The monkeys depart solemnly above you, their howls hand combat, but will try and shoot party members if
rending your ears. Emlyn looks on in wonder as the they are not kept busy. If, at the end of the combat turn,
monkeys vanish. “What did you say to them?” she asks, the skeleton archers have not taken any damage, they
astonished. unleash their arrows. Choose two party members to lose
“I haven’t the heart to tell you,” you say sadly, wiping 2 Health points – armour cannot reduce this damage.
a tear from your eye. Turn to 740. If you win, turn to 555.

262 265
Saint Elias is considered the holiest man in the world, You are leaving the Palace of Unbraaki. Where will
a spokesman from the celestial court who has lived on you venture now?
the world for two thousand years. He is a silver elf, a Go north, towards Clifftop (turn to 725)?
faerie given human form, who rejected his fey heritage Go east, to the Tumblestones (turn to 137)?
to study the majesty of the gods. He resides in a mighty Go southeast, to Lhasbreath (turn to 775)?
tower called Tier Mundus, the last of the great towers Head south, into the jungle (turn to 370)?

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– Legendary K ingdoms –

266 tent.”
You have only just begun your negotiations when one of The Everchild bids you follow her as she approaches
the thieves shouts out, “They’re agents of the Iron King! the tent. “I have many agents who follow me now, but
Slay them before they get away!” The thieves draw their none are as experienced as you. I shall give you priority
weapons, the Everchild rising with her allies to lend you over which missions you wish to undertake. All are
aid. Turn to 889. hazardous, so do not stretch yourselves too thinly.”
Nodding, you enter the tent with the queen.
267 Turn to 124.
You cannot help but shed a tear as your bloodied
269
companion sprawls to the ground, dead by your hand.
They were too dangerous to be left alive, but that doesn’t As you round the corner of the corridor you come face
mean your actions will not haunt your dreams for weeks to face with a hideous female ogre. She hefts her club
to come. You may take any possessions from the dead to attack, when she suddenly sees Skullcracker lollop
party member that you wish. Kicking away the black into view.
book, you exit the chamber. Turn to 821. “Oi! What’s going on ‘ere then?” she asks, confused.
“I’ve ganged up with this lot,” growls Skullcracker.
268 “Can’t be bothered to work for the orcs anymore.”
“What am I supposed to do, then?” snaps the female
Through the desert haze, the legions of the Everchild
ogre.
go on the march. Dust rises on the Northroad as the
“What ‘yer like,” shrugs Skullcracker. “It would
combined forces of the valley descend upon the defiant
be impertinent of me to suggest a course of action that
city of Cursus. The Everchild calls a halt on a raised
influences your sense of agency one way or the other.
perch of land where the city and its harbour can be
And you smell.”
clearly seen. In the blood-red light of the setting sun
“Git,” snaps the lady ogre. “I suppose I’ll sod off
you can see that the harbour of Cursus is packed with
myself then.”
cogs, hulks and carracks of many nations and heraldry.
“Good idea,” grumbles Skullcracker.
The patriarch has emptied his treasury to gain followers
You are almost teary at this sad parting, but eventually
for his last stand. Spies loyal to the Everchild report that
Daisy the ogre shambles away. Now turn to 165.
the high priest of Cursus might have access to as many
as six thousand fighting men.
270
“They do not have space for such a large deployment
in the field,” observes Che Long. “Or, if they did, such If you have the code A54, turn to 696. If not, read on.
numbers would be unmanageable.” You stroll around the city, getting a closer look at
“Are those knights? Has the patriarch brought the spiralling towers that Chalice is famous for. The
foreign knights here?” asks the Everchild, peering into streets are almost empty as you walk through the
the gloom. neighbourhoods. Unlike in many cities almost everyone
“They will not be able to wear their heavy armour in in Chalice works, if not in the fields then in the temples
the desert,” says Che Long. “Unlike the Bronzeguard, or guard towers of the kensai. As a consequence, the
their armour is not enchanted and does not keep them streets are relatively quiet except around the well-ordered
cool in the sun.” shops and market stalls. As you pass through a pleasant
Lady Ayleta approaches the Everchild and bows. borough you spot something curious. A rope is dangling
“My lady, your agents are assembled in the command from the window of a tall house with a curved red roof.
It reaches all the way to the ground. Strangely there

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– Legendary K ingdoms –

seems to be no one around. Gain the code A54. You may also receive some ritual scarring, which are
Climb up the rope and investigate (turn to 358)? runes sacred to Cursus carved across the chest of the
Stroll past and don’t get involved (turn to 450)? subject. The priests are bound to perform this service to
any who ask for it. If one of your party members wants
271 some ritual scarring, they must lose 1 point of Health
The Saltdad Arena is the second largest complex in the permanently. Add the Ritual Scarring (Cursus) to the
city, with only the ancient palace looming larger. Its notes section of their character box.
dungeons go deep into the earth, where prisoners, slaves Once you are finished here, turn to 340.
and monstrous animals are kept in large vaults, with only
the feeblest light pouring through barred arches set high 273
in the ceilings. The only sound is your boots as you crunch across a
Your quarters are a large and ancient hall, whose gravel-strewn plain. You feel so lonely you fear you
walls bear the sigils and faded murals of a more civilised might die. Choose a party member to lose 1 Health.
age. Within this chamber are crammed nearly a hundred North (turn to 886)?
hungry captives, sleeping rough upon the gravel floor and West (turn to 676)?
relieving themselves in stinking buckets stacked in a far South (turn to 537)?
corner. You ask about feeding arrangements from one of East (turn to 589)?
your fellow prisoners, who give you hollow looks. “You’ll
know it when it happens,” he warns. 274
Suddenly a hatch at the top of the hall is swung You examine the body. The man was strongly built, with
open, and the barely-cooked carcass of a mountain goat a great beard with flecks of red paint in it. Gain the code
is dropped carelessly into the middle of the hall. There A66. If you have the code A67, turn to 76.
is a great crush as the prisoners surge as one to tear off If not, there is nothing more you can do here.
strips of flesh from the animal. A group of strong men Examine the missing south wall (turn to 645)?
from Lhasbreath, slaves like you, batter the crowd away Return to the crossroads (turn to 566)?
with threats, claiming first rights over the animal. You
are starving. 275
Challenge the men to first rights over the meat (turn
You are strolling through a rolling wilderness of dry hills,
to 212)?
whose ancient, crumbling sides show plenty of evidence
Attempt to side with the men, to ensure you get
of ancient stone quarries and other industries. Although
something (turn to 282)?
it is hot, you are able to make good progress by walking
Wait your turn to get something to eat (turn to 118)?
along shady parts of the hillsides and checking your
location by climbing the taller hills. The rough terrain
272
makes this place unpopular with nomads and barbarians,
Even the smaller temples to Cursus are fantastic in their so your time here is relatively safe.
ornamentation. Gold ornaments lustre against the deep Explore the hills (turn to 688)?
black stone, and haunting choral odes echo through the Go northwest, to the Blackwall (turn to 691)?
square chamber, as if the singers were surrounding you. Go north, towards Saltdad (turn to 858)?
If you have any incense, you may exchange some for a Go northeast into the Withered Steppes (turn to 115)?
blessing from the priests. Find the party member with Go southeast, into the desert (turn to 202)?
the lowest Stealth score in the team and increase their Go south towards Lhasbreath Oasis (turn to 590)?
Stealth by 1 point. (continued...)

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– Legendary K ingdoms –

Go southwest towards Lhasbreath (turn to 752)? 278


Go west to the Tumblestones (turn to 137)? Clearly your allegiance to the Everchild has not gone
unnoticed. You search the zealots, finding three crude
blades (Fighting +0), 60 silver coins and the Sorcerer’s
spell book! Sadly, the book has been badly damaged in
the battle, but at least one interesting spell has survived:

Dazing Lights (Combat)


Swirling lights dazzle your foes’ eyes.
When your opponents attack this round, they must
reduce the score of each of their dice by 1 point.
Recharge: 50 silver

Any of your spellcasters can add this spell to their


spellbooks if they wish, but remember that you cannot
276
have more than six spells in a single spellbook at any
The inns are a little unusual in Lhasbreath. Rather given time. When you are finished here gain the code
than being solid structures, they are vast canvas tents A22 and turn to 804.
without separate rooms. Here you rub shoulders with
many young and old barbarians who are not successful 279
enough to own their own houses. They are known as
You make your way up the stairs, Yu Yan eying the route
‘doss tents’, and great casks and tables occupy the centre cautiously. She suddenly puts an arm in front of you and
of the tent where ale and food is served. Loud music tells you to stop. She draws her green-bladed sword and
and singing make sleep difficult, and you must stay presses down on a step before you. A blade flashes across
constantly vigilant for thieves. For every 3 silver coins the higher step, at what would have been head height,
you spend, each party member can recover 1 Health with enough force to ensure decapitation. Instead, it
point. However, spellcasters cannot recharge their sails harmlessly over your head.
spells here, as there is not enough privacy to attain the You smile and nod at Yu Yan, before continuing
necessary meditative state. You are warned by a hairy onwards. You emerge into a stale smelling chamber,
barbarian not to venture into the Salt Plains. “The lack roughly oval in shape, with more stairs leading upwards
of moisture there will suck the water right from your ahead. Within the room you can see an impressive
bones and leave you as dry as a husk,” he roars, spittle pile of treasure, but also something more troublesome.
drooling from his chin. “Only the most experienced Rising from his crude mattress comes a Dragonyakman,
ranger stands a chance of survival.” a scaly, bull headed man, some nine feet tall, hefting a
When you are finished here, turn to 775. great iron axe.
You nod to Yu Yan to flank, as you go in for the kill.
277
Opponent Attack Def Health
You examine the coffer carefully, but it does not seem
Dragonyakman 6 (5+) 3+ 15
to be trapped. Inside are 125 silver coins and a bronze
Note: After you attack, Yu Yan will also make an
locket. Take what you wish, and then continue down
attack using 5 attack dice. She is very agile, so the
the tunnel. Turn to 20.
dragonyakman will focus all his attacks just on you.
If you win, turn to 635.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

280 post, occupied by the Temple Guard, has been set up


Over the next few days the Everchild consolidates her here. A dozen guards whisper and game by torchlight.
rule. All your soldiers in the Luutanesh barracks are To sneak past so many will require great skill. Make the
transferred to the Saltdad barracks. Make a note of test below, or return to the main floor by turning to 574.
this on your adventure sheet. The morale of all your Sneak past the Temple Guard (Team check)
soldiers is restored to maximum. The Everchild presents Skill and DC: Stealth (5+)
you with 1250 silver coins for your labours to gain her Successes Required: 4
the throne. If you succeed, turn to 183. If you fail, you, and any
“Our next target is Clifftop,” says the Everchild as companions outside, are caught by the guards. Turn
you attend her war council. “I need access to a good to 55.
port if I am to take full control of the valley. Their King, 282
Lothor the Ugly, is a zealous follower of Cursus so he You attempt to get the violent-looking slaves on side,
cannot be swayed. Lothor has more troops than the offering to join their gang and share the spoils of the
Iron King, so I am reluctant to attack straight away.” goat evenly.
“Is there anyone else who can reinforce us?” you ask. Join Slave Gang (Team check)
“It’s possible that Unbraaki might,” she says. “He is a Skill and DC: Charisma (4+)
sorcerer of some power who lives in a palace just south of Successes Required: 4
Clifftop. He would never have considered sending soldiers If you succeed, turn to 838. If you fail, turn to 374.
to me whilst I was a revolutionary, but he might be willing
to do so now I am a queen. Ask him what he wants in 283
exchange for support and see if he can be accommodated. You have returned to the torture chamber with the
You might also have some luck with the nomads of the massive hole in the south wall.
desert. I have some connection with these people so they Examine the missing south wall (turn to 645)?
might be swayed. Good fortune to you, friends.” Return to the crossroads (turn to 566)?
You bow and leave the palace. Turn to 75.
284
281 The Cold River Inn is a large building built on sticks
If you have the code A83, turn to 327. Acting casually, to protect it from flooding. The rooms are separated by
you take a flight of steps down into the bowels of the stretched fabrics of many different colours, and the tavern
pyramid. You hear the sounds of guards ahead, and is a virtual maze of woven corridors, from which the low
cautiously peek around a corner. A long, wide hallway voices of residents and drinkers alike can be heard behind
held aloft by pillars, leads into the darkness. A guard the frescos and tapestries that separate you from them.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

If you have the code A6 or C17, turn to 562. 288


Otherwise you may stay at the inn and recover your The symbols on the calendar are rather representational.
strength. For every 5 silver coins you spend, each party Perhaps you can infer their meaning?
member can recover 1 Health point. Spellcasters can
Translate the calendar (Team check)
also spend silver here to recharge their spells, purchasing
Skill and DC: Lore (5+)
components in the nearby marketplace and going into
Successes Required: 4
meditation in the privacy of their rooms.
If you succeed, turn to 50. If you fail, you are unable to
During your stay, you meet a frustrated archaeologist,
fresh from his digs at the Tumblestones just north of work out the meaning. Apologising, you get some sleep
Lhasbreath. “First we were constantly exploited by whilst you wait out the storm. Turn to 585.
barbarians from the south, and then our trenches are
refilled from the blasted sandstorms as quickly as we 289
could dig them,” he grumbles. “I’m certain there are You return to the treasure chamber in the hopes of
amazing discoveries to be made, but I’ll be blowed if it’s finding some more treasure. Alas, a full search reveals
worth all the hassle of finding them!” nothing more. Disappointed, you return to the corridor.
When you are finished here, turn to 614. Turn to 165.

285 290
You turn a corner to see Tommul, one of the thugs you The sister bows as you present her with the letter (cross
bullied in the dungeon on your very first day. He is it off your adventure sheet), and immediately escorts
accompanied by another muscular man, armed with a you into the chamber of the God King. The king takes
club. “I told you I would get even with you, scum!” he the letter, glancing over it with a casual eye. Long
snarls, advancing menacingly towards you. before he could have finished reading it, he stands.
Run for it (turn to 544)? “Yes, this is the Everchild as I remember her,” nods
Try to talk Tommul down (turn to 649)? the God King. “I officially place the armies of Chalice
Raise your fists (turn to 239)? at her disposal. My kensai warriors shall attend her,
a full five hundred men. An additional six hundred
286 archers shall provide her with support. Once she is
queen, we shall defer our city to her policies as they
You believe you have already found this man…
relate to all international affairs.”
stretched out on a rack in an orcish prison. Tears form You are dumbstruck. Could the God King really
in the old man’s eyes. “Oh! Return his body – I beg have changed his mind from a quick glance at a letter?
you!” he pleads. “My son’s spirit cannot rest unless he Or has he received council since your last meeting and
is buried with his ancestors.” The thought of dragging was going to back the Everchild no matter what? You
a six-foot barbarian across the desert does not exactly suppose you shall never know.
appeal, but you say you will do what you can. Gain You thank the God King for his support, leaving
the code A67 and turn to 775. the chamber in amazement at your success.
Add the following soldiers to the Luutanesh
287 barracks. If the queen currently resides in Saltdad,
If you have a silver idol, turn to 675. If you do not have add the soldiers to the Saltdad barracks.
a silver idol, but have achieved Enlightenment turn to
241. If you have neither of these things, then Honnu Kensai Warriors – Strength 4, Morale 4
has nothing more to say to you. Turn to 450. Chalice Archers – Strength 2, Morale 3

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Gaining the God King’s support has been quite an in paradise? Gain the code A34 and turn to 19.
endeavour. Gain the code A20. Choose a party member
and roll two dice. If the result is higher than their 295
Charisma score, raise their Charisma by 1 point. Turn “Nah, I won’t tell you nothin’,” says the ogre. “In fact
to 450 when you are finished here. – I think I’ll bash your heads in, just to be on the safe
side.” It seems diplomacy is over ... turn to 117.
291
Tommul replies with a punch to your jaw, which sends 296
you crashing to the ground. This is followed by savage Long before you reach their lair the troglodytes
kicks from his companion. Lose 3 Health points. They intercept you. There are five of them... fierce odds,
depart snarling with laughter. If you are still alive you given the accuracy of their snatching claws. You gird
nurse your wounds grudgingly, muttering words of yourselves for battle.
revenge under your breath. Turn to 157.
Opponent Attack Def Health
292 1st Troglodyte 4 (3+) 4+ 8
The remaining members of your party are in grief at 2nd Troglodyte 2 (3+) 4+ 4
the loss of their comrades. If you now only have one 3rd Troglodyte 3 (3+) 4+ 3
living party member, your game is over – they shall 4th Troglodyte 3 (3+) 4+ 3
die a slave in this foul arena. As long as there are at 5th Troglodyte 2 (3+) 4+ 5
least two party members left, you must make another If you win, you can take up to five troglodyte heads.
attempt to get the weapons. Turn to 191. In addition, the leader possessed a shield (Armour +2),
a block of incense and 40 silver coins. Pleased with
293 yourselves you leave the fourteenth level. Gain the code
A26 and turn to 135.
You utter the word ‘amora’ and there is a great clunk from
the vault. Suddenly it swings smoothly open. You elate 297
– the treasures of Unbraaki are all yours! Turn to 416.
You are attacking at a distance and the barbarians have
no bows. Your spellcasters can make an extra attack
294
in the first round of combat, as long as that attack is
The rest of the party think you mad, but you are used to cast some sort of spell. After the extra attacks,
resolved that this peasant should not suffer because resolve the battle as normal.
of you. The man is released, desperately pleading his
thanks, before fleeing from the hall. Opponent Attack Def Health
Lothor is a sadistic man and makes you suffer. Your
Lhasbreath Barbarians 9 (5+) 3+ 16
chosen party member must lose 2 points of Health.
Barbarian Leader 4 (4+) 4+ 7
Worse, you must also lose one point of your Fighting
If you win, you can loot 20 silver coins from their
skill, as wielding a weapon without fingernails is agony.
bodies before moving on. Turn to 840.
After removing five nails Lothor seems pleased with
himself, and graciously lets you keep the nails on the
other hand. 298
You stagger, wincing, from the hall, your It is only several minutes after the last blow is struck
companions holding you up. The peasant you saved is that you can be sure that the battle has ended. Finally,
nowhere to be found. Perhaps you will get your reward you sheathe your weapons and attempt to claim as much

– THE VALLEY OF BONES –


– Legendary K ingdoms –

treasure from the magically darkened chamber as you into each zone (Left Flank, Centre and Right Flank).
can. If you have a spellcaster in your team, turn to One unit is put at the Front – preferably a unit with a
810. If not, you manage to grasp 15 silver coins before high Strength score – and the second unit is put behind
groping your way to the chamber exit and making your in Support. The Support unit is there to take over the
way further into the temple. Turn to 93. fight if the unit at the Front routs (runs away!). You
can see where the enemy have deployed their units, so
299 try to match or beat the Strength score of the enemy
You follow the scholars and Emlyn Pass-Ross up the unit at the Front in each zone.
steps of the pyramid. They are astonished by their Once you have assigned your units the battle will
discovery, chattering to themselves excitedly about the begin. You will fight in each zone, starting in the Left
interesting blooms and fragrances. It all happens so Flank, moving to the Centre, and then fighting on the
fast... secret doors in the sides of the pyramids open, Right Flank. If you have any spellcasters who can cast
and terrible snakemen come slithering through. Most of Mass Combat spells, each caster can cast a single spell
your party manage to intercept them, but one scholar has just before the combat starts. If you have any spells
her head cut clean off before you can leap to her defence. left over, you can cast again each time you are about
Note on your adventure sheet that you have lost a scholar. to fight on the Left Flank.
Pushing the remaining scholars behind you, you draw Starting with the enemy unit at the Front on the
your weapons and prepare to hold off the attack. Left Flank, roll a die and add that unit’s Strength score
Turn to 150. to the result. This is the unit’s battle score. Now do
the same for your own unit at the front. If your battle
300 score is higher than the enemy’s, the enemy must make
a morale check. If the enemy’s score is higher, you must
You are about to fight in a Mass Combat. This involves
make a morale check. If the results are equal the fight
hundreds of soldiers clashing on the field of battle.
is inconclusive – move onto the next zone.
Each unit represents around five hundred soldiers. In
To make a morale check, roll a die and compare it to
any given battle you can bring a maximum of six units
the defeated unit’s Morale score. If the result is higher,
from your barracks. It will probably help if you record
that unit immediately routs. Cross it off the battlefield!
the location of your units, and those of your enemy, on
If the result is equal or lower than the unit’s Morale
the Battlefield section on your adventure sheet.
score the unit does not rout – but it does lose a point
To win a Mass Combat you must control two out of
of Morale. The more often a unit checks Morale, the
three combat zones. The zones are called Left Flank,
lower its Morale becomes.
Centre and Right Flank. You control a zone when you
If a unit routs, the unit behind it in support can
have units in it, but your opponent does not. As soon
immediately take its place. If there is no unit in
as either you or the enemy general controls two zones
support, then the zone is lost.
the battle immediately ends. Any enemy units in the
Keep fighting, moving from zone to zone, until
remaining zone will rout and flee as soon as it becomes
either you or your opponent controls two zones. Units
obvious that one side has won.
in Support do not fight until the unit at the Front has
Units have two attributes – Strength and Morale.
routed – at that point the unit in Support moves to the
Strength shows how good the unit is at fighting, and
Front. As soon someone controls two zones the battle
Morale demonstrates how well a unit can cope with
is over.
upsets such as casualties and enemy magic.
Now turn back to the reference number you recorded
Before the battle you must arrange your units on
earlier.
the battlefield. You can put a maximum of two units

– THE VALLEY OF BONES –


– Legendary K ingdoms –

301 a flagstone and brick room. Inside you can see, piled
If you have anyone assigned to protect the Everchild, up, many crudely manufactured crates. These appear
turn to 648. If not, turn to 591. to be the orcs' supplies, shipped all the way from the
Savage Lands. Before them a pack of savage hounds
302 have been left on guard, attached to long chains that
will not let them leave the room, but gives them free
You are grabbed and pulled to the floor. Tommul and
rein to attack intruders. They bark and snarl at you, but
his brutish friend beat you with clubs until the shouts
with their masters dead you have little to fear from the
of the guards chase them away. Your chosen party
noise. If you want the supplies you will have to deal
member loses 3 Health. If you are still alive you nurse
with the hounds…
your wounds grudgingly, muttering words of revenge
under your breath. Turn to 157.
Opponent Attack Def Health
1st Warhound 4 (4+) 4+ 5
303
2nd Warhound 3 (4+) 4+ 4
You climb back out of the pit on the far side. Why risk 3rd Warhound 4 (4+) 4+ 6
crossing a rickety plank when a little caution can keep Note: You can cast any number of spells before combat
life and limb intact? You smartly continue down the starts, as the chained hounds cannot reach you through
tunnel. Turn to 686. the door.
If you win, turn to 816. You can flee at the start of
304 any combat round by turning to 736.
It will be no easy matter to sneak into the palace.
Unbraaki is well-guarded and probably protects himself 307
with powerful sorcery. You wait until nightfall to give Finally, after days of wandering you collapse, helpless,
yourself cover. The palace is dark except for a single into the dry sands. You fear death will take you.
light in the library. Now is your chance, and you What happens later is scarcely much better. A patrol
scamper through the garden, ducking behind bushes of guards from Clifftop come across your nearly dead
and fountains on your way to the palace. bodies. Seeing the opportunity to make a quick coin,
Sneak through the garden (Team check) they decide to sell you into slavery. Turn to 55.
Skill and DC: Stealth (4+)
Successes Required: 5 308
If you succeed, turn to 871. If you fail, turn to 632.
The door opens and you get to your feet, expecting to
see the king and his councillors. Instead, five burly
305
barbarians enter the room with weapons drawn. They
With a low clunk the window pops open. You crawl quietly close the door behind them. “Sorry, foreigners,”
inside, opening the other window using the latch. apologises the tallest. “But we’ve been paid three
Brekken and his gang are soon inside. Turn to 116. hundred silver coins to ensure you come to a sticky end.
No offence. It’s just business.”
306 “None taken,” you snarl, drawing your own weapons.
If you have the code A65, this chamber is empty (turn
back to 736). If not, read on. Opponent Attack Def Health
The room beyond is different from the others. It is Barbarians 6 (4+) 3+ 15
a rough chamber, cut from the living rock, rather than Barbarian Leader 4 (4+) 3+ 8

– THE VALLEY OF BONES –


– Legendary K ingdoms –

If you win, you can take the barbarian leader’s iron a feat without you. Choose two party members and
greataxe (Fighting +2)* and the 300 silver coins the increase their maximum, unwounded Health scores by
barbarians were bribed with. Not wishing to be found 1 point.
surrounded by dead barbarians in the king’s hall, you Delete the codes A6 and A7, and gain the code A1.
slip away into the night. Turn to 775. There follows a great celebration, the fat stores of
the Iron King are broken open to hold a massive feast
309 for the people. An elegant diadem upon her head, the
With a mighty blow you cleave the Iron King’s head Everchild finally looks the part of a queen. Wine and
from his shoulders. A mighty clang fills the hall as food are consumed in great amounts, and songs are
his heavy metal crown crashes to the floor. Standing sung across the city. You can restore the health scores
outside the palace holding the bloody crown aloft of your party to maximum.
you cry victory for the Everchild. In an instant If you have Amelia Pass-Dayne in your party, turn
the remaining forces of the old king disperse and to 181. If not, turn to 280.
surrender, and a great cheer goes up from your army.
The day is won! 310
You have reached a crossroads, with the corridor
splitting off into four directions. To the north you make
out a door in the eastern wall. The western branch of
the corridor has a door in the north wall. The tunnels
lead off into darkness to the south and east.
Go through the door in the north tunnel
(turn to 361)?
Go north, past the door, down the tunnel
(turn to 634)?
Go through the door in the west tunnel (turn to 247)?
Go south (turn to 196)?
Go east (turn to 23)?

311
Imopposh gives an unearthly howl before collapsing
into piles of dust. You are relieved that the foul sorcerer
has finally met his end. Record the code A39.
Your rewards are considerable. A masterwork blade
(Fighting +3) and some chain armour (Armour +2) are
stuffed into an urn, along with 900 silver coins. In an
The Everchild is led into the palace in a great ancient wooden box packed underneath rotten funeral
parade, tears of joy flowing from the oppressed citizens garbs you discover a glittering necklace (Charisma +2).
of Saltdad. She is merciful towards her defeated foes, You may also take a magical weave from Imopposh’s
sparing all but the worst offenders of the old regime. funeral bandages. When you have finished your
You have accomplished an action long predicted in looting, you return to the desert. Turn to 115.
legend. The Everchild once again sits on the throne of
Saltdad. She could not have hoped to accomplish such

– THE VALLEY OF BONES –


– Legendary K ingdoms –

312 315
You quickly show the High Zealot your ring, before he You walk along the featureless black stone wall, your
can summon the guards. The zealot snarls and sits back reflections on the mirror-bright surface following you.
down. “I find it distasteful that the patriarch sees fit to The wall seems endless, ahead and behind, and you feel
employ such godless servants – but his will be done. as if you have been walking for days.
You may leave.” Keep following the wall (turn to 259)?
You don’t need to be told twice. Turn to 574. Break off from the wall and head north (turn to 858)?

313 316
You stumble through the busy streets of Saltdad, pushed With a war cry, your forces overwhelm the Cursites, who
hither and thither by the bustling crowds. By accident flee into their city of black tombs. Alas, your battle is
you crash into a merchant carrying a box of nails and only half won. Now the fight must be carried into the
city itself. Your units do not get the chance to recover
bolts, spilling his inventory across the dusty ground.
any lost Morale points; keep their current Morale values
Fortunately, he is a merry fellow and laughs the incident
the same until the city is taken. Any units which have
off. His name is Hammon, and once you have finished
fled are not available for this battle.
scrabbling in the dirt to retrieve his spilt goods, he insists
If the Everchild has been poisoned, you are relieved
you join him for a coffee at a local parlour to show there to see her emerge from her campaign tent, unscathed.
are no hard feelings. She has apparently managed to cure herself, and her
Drinking down the oddly bitter liquid you ask if presence on the battlefield reassures many men. Choose
there is any opportunity to earn money in the valley. a unit of your choice and raise its Morale by 1 point.
“Why, Saltdad itself is a city of boundless adventure Now fight again. You can choose up to six units from
and opportunity!” exclaims Hammon. “Try exploring the Saltdad garrison. These can be units you used before,
the many streets and alleys of the city. There are plenty or fresh troops, or a combination of both. Descantos, if
of people who need help these days. I’ve heard that the he is still alive, can cast no more spells – so at least that
master of the salt mines to the north-east is looking for is in your favour.
muscular sorts to help him with a few problems, so you If you have the code A40, the Cursite Zealots are
might consider heading east if you’d like to avoid the city. absent in this battle.
If you’re after a real adventure, I’ve heard tell that some If you have the code A96, any units with the word
crazy foreigners have set up an Expeditionary Guild in ‘mercenary’ in their title are absent in this battle.
the city of Lhasbreath. Apparently, they are searching
the jungle for something, although what could be found Left Flank
in that green hell I cannot imagine!” Front: Mercenary Men-at-Arms – Strength 4, Morale 2
It is getting late. You thank Hammon for his courtesy Support: Cursite Citizens – Strength 2, Morale 3
and head into the centre of the city. Turn to 75. Centre
Front: Temple Guard – Strength 5, Morale 4
314 Support: Citizen Archers – Strength 2, Morale 4
You cast your spell. In an instant the beetle swarm keels
over and dies, destroyed utterly by your spell. Feeling Right Flank
Front: Cursite Zealots – Strength 4, Morale 5
overmighty, you stroll into the room, crushing the dead
Support: Mercenary Crossbows – Strength 2, Morale 2
beetles underfoot as you go. Turn to 251.
If you win, turn to 363. If you lose, turn to 220.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

317 Will you offer to scout out the watery arch


Time is of the essence. You quickly regroup with (turn to 438)?
your companions and make your way down darkened Or suggest you head through the safer, drier archway
tunnels to the dig-site. A tiny crawlspace has been (turn to 523)?
painstakingly carved out of the wall, concealed by a
few broken barrels. The Everchild, Che Long, and 318
three other conspirators are here, delighted to see you You have returned to the door you forced open earlier.
as you come bearing armfuls of weapons. They have You can now either head north into the room beyond
not been idle, securing torches and packs stuffed with (turn to 494), or south to the junction (turn to 350).
waterskins and food supplies.
“What follows will not be easy,” she warns. “The 319
tunnels are far from safe, but with your help we might Milagros wails but does not weep as she is beaten, the
just stand a chance.” guard stopping short as he sees the angry gazes of the
At a nod from the Everchild, Che Long descends other slaves. Departing in a hail of foul language,
into the tunnel first, with you following tight behind. he leaves the bloodied and defiant child. You feel
The flames from your torches lick the low roof of the ungallant for not interfering, but strangely proud of
hand-dug tunnel, and the space is claustrophobic in the Milagros for her bravery.
extreme. To your delight the tunnel eventually breaks Turn to 700.
through into an ancient chamber, half-flooded, with two
arched exits. The walls are painted in old flecks of colour, 320
displaying an ancient city dominated by a tall palace. You emerge from the tent the next morning to a sad
“The palace of my ancestor still stands,” notes the scene. Akihiro, your friend, lies dead in the sands
Everchild as she examines the decaying mural with – his sword across his chest. You were unable, with
you. “Much of the rest of the city is little better than raw terror, to leave the tent and assist him. You can
mud-brick hovels now. There is much work to be done.” only pray that he has found his peace at last. You may
You examine the exits from the chamber, one at transfer any items of equipment from Akihiro’s body
the back of the water-logged chamber, which seems to other characters if you wish. After burying him in
to descend down into yet more murky water. the sands you move on.
“The dry exit looks the most logical – but I wonder Turn to 840.
where the water-filled one leads?” muses the Everchild.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

321 326
You coldly sheathe your weapon, your companions The Saltdad slave markets sell flesh from all across the
bleeding into the f lagstones and crumbling books valley. Some are unfortunates who have crossed the
around you. You push aside their bodies, sit and begin jealous desert kings, others have been plucked, dying
to read. You continue to read, unmoving, until death from dehydration, from the waterless wastes. Most are
takes you. miserable-looking specimens in rags and heavy chains,
but every so often a promising candidate will show up.
322 If you have fewer than four party members in your team,
you may recruit some more from the slave market, either
You approach the door carefully, examining the mystic
another named character, or a character you generate
runes carved around its edge. Only those party members
yourself using the Advanced Rules in the back of the
assigned to the door may contribute to this check. book. You can never have a character of same name
Examine the runes (Team check) appear twice in your party. If, for instance, Sar Jessica
Skill and DC: Lore (4+) Dayne has died at any time during your adventures, you
Successes Required: 4 cannot have her again in the same party.
If you succeed, turn to 420. If you fail, turn to 464. It costs 200 silver coins to buy another party member,
and they start with no equipment. Remember that a
323 party member without a weapon has their Fighting score
The keeper of the holy purse is in charge of tax reduced by 1 point in combat.
administration, specifically the religious tithes paid by When you are done here, turn to 75.
other cities. He is a fat, wealthy priest, who eyes you
lazily as you enter. If you have an iron sceptre, turn 327
to 153. If not, the keeper has no time for you, and has You cannot expect to rob the patriarch twice and get
you pushed out of his office. Turn to 574. away with it! As soon as your party have made it down
the stairs you are pounced upon by dozens of guards
324 in hiding. Those who dash up the stairs are cut off by
The textureless sands swirl like dust on your boots. another troop. You have been captured! Turn to 55.
You feel cold and drained.
328
Choose a party member to lose 1 Health.
North (turn to 692)? The aftermath of the battle is bloody indeed. A dozen
West (turn to 73)? thieves, as well as one of the Everchild’s men, lie dead.
South (turn to 273)? Reasoning that you might as well take the thieves’ ill-
East (turn to 886)? gotten gains, you open the chests and crates to examine
what kind of goods they had stolen. You count 75 silver
coins, a reference book (Lore +1), an engagement ring,
325
as well as large amounts of clothes. Thinking quickly, you
You have entered the orc leader’s war room. strip off your slave rags and change into more common
His body, and those of his followers, are still here. garb, the Everchild and her followers doing the same.
Go through the west door (turn to 736)? You slip out of the thieves’ hideaway and into the
Go through the south door (turn to 566)? storm drains beneath the city. After an hour’s wandering
you eventually come to a ladder, leading up to a drain
cover. You cautiously make your way upwards.
Turn to 41.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

329 334
The bridge creaks alarmingly as you put your weight on Fastilon falls to the ground, quite dead, his glowing
it. Nearby rice farmers shake their heads sadly before sword vanishing in his hand. Gain the code A81. He
returning to their work. appears to be wearing nothing of value on his person,
Back out of crossing (turn to 442)? despite the power he summoned to fight you. Checking
Or carefully cross (turn to 85)? that the madshards are still in your possession (note
down the two madshards, if you haven’t already), you
330 return to the surface. Your workers have gone, scared
You present the Everchild with calligraphy ink (cross away by the sounds of battle, leaving you alone amongst
it off your sheet) and ask her to write a letter to the the ruins. Turn to 515.
God King of Chalice. She spends a full day working
on her note, pleading for aid in a beautiful hand. The 335
resultant beautiful letter from the Everchild (add it to Akihiro draws his sword and hurls it at the thrown
your equipment) is a work of art. dagger. There is a clang of steel as the sword knocks
“Let us hope that he likes what he sees,” muses the the dagger off target. Brash snatches Akihiro’s sword
Everchild. “Thank you for pursuing this matter. I shall as it deflects off the dagger, throwing it smoothly back
pray for your success.” to Akihiro who catches it by the hilt.
Cross off the code A28 and turn to 263. Brash will not forget this. Note in Brash’s notes box
that he has gained a heart for Akihiro. Akihiro also
331 gains a heart for Brash. Turn to 60.
You pass by a number of Lhasbreath drinking halls,
where the barbarians sing and dance to the sound of 336
drums and flutes. A Lhasbreath maiden puts a garland There is only room for one person in the team to make
of flowers around your neck, winking lewdly at you as this attempt... careful now!
you pass. The folk of this city seem to have no cares Assassinate the wizard (Individual check)
in the world! Skill and DC: Stealth (4+)
If you have the code A1 and you do not have the Successes Required: 4
code A90, turn to 394. Otherwise, you stroll on past If you succeed, turn to 655. If you fail, turn to 877.
the merriment. Turn to 775.
337
332
You punt hard to avoid some oncoming rocks, but
You launch yourself through the window and tackle
overcompensate, sending the raft splintering onto a
the thief to the ground, just before he reaches the rope.
jagged rock just beyond. You leap aside into the frothy
He kicks you away and begins to dash out of the door.
waters, gasping and splashing as you attempt to gain
The second party member who climbed the rope has
purchase. You watch in horror as one of the scholars is
now joined you in the room.
pulled under the water and does not emerge. It takes
Chase the thief (turn to 573)?
all your strength just to pull yourselves onto the heavily
Rifle through the bag left by the thief (turn to 878)?
forested bank. Note on your adventure sheet that you
333 have lost a scholar. Also, each party member must lose
1 Health point.
The guards grunt and uncross their spears. “Go through, Bedraggled, you stagger into the thick jungle.
but we’ll be watching you…” they snarl. Nodding, you You’ll be on foot from here! Turn to 501.
pass through into the cool palace. Turn to 868.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

338 spiritual and cultural centre of the valley, the domain


The ghastly screams of the man echo in your head long of the millennia-spanning worship of the god of
after his eyes have been torn from his skull. Lothor judgement. Priests and worshipers, dressed in long
congratulates you for your choice of punishments, black robes, are commonplace. Only those inducted
gifting you a purse of 20 silver coins, but you shall into the church can have a profession or own property
pay a hefty price spiritually. The gods despise a torturer in the city, so displays of sombre piety are everywhere.
– from now on you cannot receive any blessings from Slaves and the faithless toil in the fields around the
any priest in the world. Feeling dead inside, you depart. rushing Cold River, which feeds into a magnificent
Gain the code A34 and turn to 19. harbour. Sadly, for the city, all too few merchant
vessels stop here. Cursus may be rich by the standards
339 of the valley, but it has few trade goods to share with
The Bando are more sophisticated than they appear. the outside world, and Clifftop tends to dominate the
You make a small exchange of gifts, a few coils of rope salt trade, being closer to the trade routes of Royce.
and a pair of hammers, and you are presented with Dominating the centre of the city is the Grand
flowery wreaths in exchange. The tribe holler their Ziggurat, the political and financial centre of the city.
acceptance of you, and soon a kind of impromptu From here the priests of Cursus calculate their taxes
party begins, with wild dancing and sweet, fermented and work to expunge all other faiths in the valley.
fruit drinks. As evening descends you are brought Find an inn (turn to 201)?
before the shaman. Turn to 381. Go to the marketplace (turn to 375)?
Go to the slave market (turn to 595)?
340 Visit the Grand Ziggurat (turn to 110)?
The city of Cursus is dominated by thirteen flat- Visit a small temple of Cursus (turn to 272)?
topped step pyramids made of black stone. It is the Go to the harbour (turn to 33)?
(continued...)

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Explore the city (turn to 369)? 344


Follow the Northroad out of the city (turn to 822)? You have returned to the dragon’s lair, now long since
Go northeast, following the eastern bank of the river looted. The tunnel the dragon made into the lands of
(turn to 625)? Drakehallow is still here.
Go west, into the desert (turn to 657)? Follow the tunnel (turn to Drakehallow 33)?
Go back to the lift (turn to 135)?
341
Gain the code A58. You sheathe your weapons and search 345
through the coffin, somewhat gingerly given the amount The final skeleton shatters into pieces. With the bodies
of oozing fluid puddling at the bottom. so damaged it will be impossible to animate them again
You manage to stomach extracting 240 silver coins using the book. Musing on the inconsistent nature of
and an amulet of defence (Armour +1). You also discover necromatic magic, you return to the crossroads. Gain
the Fairbrother family crest, which was tucked into a the code A75 and turn to 310.
corner covered in ooze-soaked cloth.
Take what you wish and turn to 211. 346
You are on the eastern bank of the Cold River, a wide,
342
life-giving waterway. To the north lies the beautiful
King Lothor’s forces collapse in disorder. There is a city of Chalice. Abutting the side of the river come a
general rout, and a terrible crush at the bridge as the series of steep desert hills, riddled with caves said to
tyrant’s forces all attempt to cross it at once. Your army contain hordes of vicious monsters.
closes in against the defenceless foe, caught between
the river and destruction. Lothor is singled out and cut
down by a common infantryman even as he attempts
escape. Soon, the enemy have surrendered en-masse.
The Everchild is victorious. Gain the code A33.
Turn to 626.

343
You didn’t think you went so far into the jungle...
but when you tried to find your way out, you realised
you had no idea where you were. You’ve become
disorientated, and your supplies are getting low.
Find your way out of the jungle (Team check) These are the infamous Caves of Uranu, named after
Skill and DC: Survival (4+) the valley-god of the underworld.
Successes Required: 4 Explore the caves (turn to 493)?
If you succeed, you manage to reach the treeline, Skirt around the caves and move on (turn to 445)?
turn to 618. If you fail, each party member must lose 1
Health point, and you must take the skill check again. 347
You will continue to lose Health until you succeed! You emerge into a tunnel that soon splits in two. One
route leads down slightly, the other slopes up. Ancient
writing crosses the walls, and the Everchild calls for

– THE VALLEY OF BONES –


– Legendary K ingdoms –

more light as she examines it. “The downward slope 351


led to an old armoury,” she comments. “Upwards was If you have the code A60, turn to 527. You invoke the
a changing room. There is no indication which route shadow door, and soon enough a dark portal opens up
leads out, however.” in the west wall. The chamber beyond looks as empty
Head down towards the armoury (turn to 242)? as the first, with no exits except for the shadow door
Head upwards towards the changing room you just conjured. A circular tunnel, about three feet
(turn to 883)? wide, is raised four feet from the ground on the far wall.
It seems to turn sharply upwards. Strange.
348 Close the shadow door (turn to 717)?
The vault door is wide open, its contents looted. Examine the curved tunnel (turn to 224)?
There is nothing more to be found here.
Check out the room to the south (turn to 484)? 352
Leave the palace (turn to 265)? Heaving with steady progress, you eventually pull the
great cogwheel from the sea and roll it into the boat.
349 Your jollyboat floats low in the water, and you waste
For modesty’s sake you divide yourselves into male and no time rowing it to shore. There is a great cheer from
female groups, a bank of reeds providing cover between the harbour crew as you moor up. The harbourmaster
you, before stripping off and plunging into the cool gratefully presents you with a purse of 300 silver coins.
waters. This has been your first bath since coming to Soon the cogwheel is cleaned up and reinstalled into
valley, and the water feels glorious on your skin. Each the crane. Lose the code A32 and gain the code A31.
party member can recover 2 Health points. Roll 2 dice and compare this to the Survival score
Gain the code A44. of the party member who found the cogwheel. If the
If you have Tasha in your party, turn to 802. result is higher, add one point to their Survival skill.
Otherwise, after scrubbing yourselves clean you emerge Waving the harbour crew goodbye you return to your
from the oasis refreshed and ready to continue your ship. Turn to 82.
journey. Turn to 51.
353
350 If you have the code A9, turn to 427. If not, read on.
You are in a short, well-trodden corridor with an open The armoury is quiet at this time of night. A cluster
door in the west wall. A little beyond the door, the of spears line the far wall, but it is the complete suit
corridor splits, branching to the west and north. The of bronze armour (Armour +4) that catches your eye.
north end of the corridor ends in a strong looking door The rumours about its incredible durability are true, the
with a red ‘x’ upon it. To the south, stairs lead up into magical armour is indeed stronger than the steel plate
brilliant daylight. of Royce and weighs only half as much. Take it, if you
Exit the dungeon by going south, up the stairs wish, and then record the code A9 and turn to 424.
(turn to 515)?
Check out the open door in the west wall 354
(turn to 654)? Clifftop was not built for sightseers. There are no
Head down the corridor west (turn to 566)? monuments or grand constructions, bar the cliff-side
Check out the door to the north (turn to 31)? crane that is designed to haul goods from the harbour
below.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

If you have the code A35, turn to 581. but its powers only work here in the Valley. Please, take
Otherwise read on. it with my thanks.”
You come upon a young woman in a field being He presses the talisman of St Elias into your hands.
beaten by a pack of overseers. They idly kick her as she It is little more than a humble wooden pendant.
attempts to stand, and jeer at her for being lazy and Take it if you wish and turn to 75.
worthless. Gain the code A35.
Will you intervene (turn to 417)? 358
Leave the locals to their sport (turn to 19)? You must climb the rope one at a time. Choose what
order you want your party to climb the rope, from first
355 to last. Once you have decided, turn to 255.
The mood is quiet and professional in the king’s hall
today. King Scarrenden acknowledges your arrival 359
with a curt nod as he finishes his discussion with Your trek through the jungle continues, moisture
another councillor and asks your business in the hall. dripping from the long-leafed and hairy trees around
Talk politics with the king you. Peering at her water-logged map, Emlyn Pass-
(only if you have the code A1 or A7, turn to 826)? Ross leads the way through the chittering rainforest.
Ask the king for a boon (turn to 834)? Eventually you become aware of movement above
Thank the king for his time and leave the hall you. As you gaze upwards you see hundreds of small
(turn to 775)? monkeys, each less than a foot high, leaping and
howling through the treetops.
356 “Uh oh... trouble,” mutters Emlyn as she beholds
You enter a stale smelling cave with a heavy overhang, them.
which plunges the tunnel beyond into darkness. If you have the Animal Speech spell and wish to
Lighting your lanterns, you illuminate a pack of giant cast it, turn to 496.
sand lizards shielding themselves from the noonday sun. If you want to hold up your hands and show the
With alien speed they bolt at you, eager for a good meal. monkeys you mean them no harm, turn to 671.
If you would like to make a run for it, turn to 879.
Opponent Attack Def Health
1st Sand Lizard 6 (3+) 4+ 8 360
2nd Sand Lizard 4 (3+) 4+ 9 You travel a few miles outside the village before coming
3rd Sand Lizard 5 (3+) 4+ 10 to the Everchild’s training grounds. Her soldiers are
If you win, you may take some lizard hide from the divided into two types. The guards of Luutanesh are
bodies as a reward. Turn to 395. easily the best; well-provisioned and equipped with
hide armour and long spears. They are disciplined
357 and well trained. The other half of her army are less
The old father is tearful with gratitude. “I have no money impressive; peasants and freed slaves armed with crude
to give you, obviously,” he says. “But I insist you have weapons, and only a few with shields. They are eager,
this. In my youth I travelled the world, and made a and evidently their morale is quite good. Still, you
pilgrimage to Pendrilor, where St Elias, the holiest man wouldn’t want to use them in battle as anything except
in the world, blessed this humble wooden talisman for reserve troops.
me. It kept me safe from the grasp of undead horrors, You can note the following soldiers in your Army

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Box. Make a note that these forces are currently in 363


Luutanesh garrison. You cannot transfer troops from With a final despairing cry, the Cursite forces surrender.
the Luutanesh barracks without permission from the There is nowhere left for them to run. They wail and
Everchild. Because the Everchild does not yet own a weep at the loss of their city and their power, recoiling
port city, you also cannot transfer troops you might before the Everchild as if she were a burning brand.
own in other books to the Luutanesh barracks. Wasting no time, you accompany the Everchild into
the Grand Ziggurat, your best soldiers by your side.
Luutanesh Spears – Strength 3, Morale 3 You fully expect a bitter final showdown between the
Faithful Irregulars – Strength 1, Morale 4 patriarch and the queen. You are almost disappointed
as you enter the ceremonial chamber, to find the
“As they say in Royce, from small seeds mighty patriarch and his high priests dead by their own hands.
trees grow,” quotes the Everchild. “Still, I am eager for Only a single priest remains alive, the dagger hovering
more soldiers. I will even accept foreign mercenaries uncertainly by his belly.
if you have access to them. However, Lhasbreath and “These are sad findings, and not what I wished,” says
Chalice are your best bets in the short term.” the Everchild, shaking her head. “As for you, fellow,
She cocks her head thoughtfully. “I find that I put down your knife. The war is done, and you have
trust you well,” she says. “I am happy to launch the nothing to fear from me.”
attack on Saltdad as soon as you think we have enough “I... cannot bear to watch you pull down the holy
soldiers, and the Iron King is suitably diminished in temples!” he weeps.
power. We shall only have one chance, so choose our “I shall do no such thing, to this or any other
temple,” says the Everchild firmly. “Men may worship
moment well.”
what gods they wish, from this day, old or new. And
At that she kisses you on your cheeks and departs
temples need priests. Will you abandon your god when
for her chambers at the Cold River Inn. Turn to 263.
he needs you the most?”
The priest swallows and drops the dagger.
361 The Everchild’s handmaidens attend him as she walks
If you have the code A75, turn to 845. If not, read on. towards the sacred throne. She nods to Che Long,
You open the door to discover a dark room with the who pushes the body of the patriarch from it. She
bodies of four complete skeletons lying stretched out seats herself with a satisfied smile, gazing across the
on long tables. At the back of the room is a large book, halls that have oppressed the people for so long. Halls,
wide open, displaying a page full of strange chants and which now, like every hall in the valley, she rules as
diagrams of skeletal bodies. The whole place gives you absolute monarch. Turn to 400.
the creeps. There are no other exits from this room.
Smash the skeletons to pieces (turn to 97)? 364
Examine the book (turn to 8)? The eager guards take your distraction team away to a
Return to the crossroads (turn to 310)? more private location. Hopefully this should give the other
team enough time to carry out their task! Turn to 456.
362
A senior priest steps forward and puts a hand on the 365
shoulder of the taxman. “Are you deranged?” he asks. You prowl silently through the night, unseen, past the
“Can you not see that these are agents of the queen?” many soldiers of Cursus. Soon you arrive at a dark green
Grumbling his apologies, the taxman allows you to tent with glowing sigils woven into it. This must be it.
pass. Turn to 458. You approach cautiously – wizards are famed for using

– THE VALLEY OF BONES –


– Legendary K ingdoms –

magical defences about their sleeping places. several failed attempts you give up, the inscribed spell
Disenchant the wizard’s tent (Team check) making no sense to you. Perhaps you could try again
Skill and DC: Lore (4+) later, when your magical knowledge has increased?
Successes Required: 5 Turn to 453.
If you are successful, turn to 32. If you fail, turn to 687.
369
366 You are walking through the Streel, a marketplace in
You find yourselves in a long corridor that runs east- Cursus that sells the most exclusive ornaments and
west. Three doors present themselves as ways onwards. clothing for the well-to-do. One stall is particularly
Take the door in the southern wall at the far eastern impressive, stacked top to bottom with exotic birds in
end of the corridor (turn to 717). cages. Though you have no business in buying a bird, you
Open the door mid-corridor, also in the south wall, cannot help but examine some of the fascinating (and
from which pleasant smells emerge (turn to 551). noisy) specimens on sale. The seller, named Haatchi, is
Open the door in the far west end of the corridor (turn generous with his time, explaining where each creature
to 821)? came from and the lengths he had to go to acquire them.
“You look adventurous sorts,” he grins. “Perhaps you
367
can help me resolve a commission? I’ve been trying to
You draw your weapons. “We will not let you harm acquire a crier bird, a relatively rare specimen that lives
grieving people,” you say sharply. The kensai bow to you in the Lhasbreath jungles. It is not much to look at, but
and draw their swords as one. This will be a tough fight. its voice is so uncanny it almost sounds human. If you
Opponent Attack Def Health can retrieve one for me, there is 100 silver in it for you.”
1st Kensai 6 (4+) 4+ 9 If you have a crier bird, turn to 441. Otherwise
2nd Kensai 7 (4+) 4+ 8 promise to keep a look out for the bird, should you ever
3rd Kensai 6 (4+) 4+ 10 head out that way. Turn to 340.
4th Kensai 6 (4+) 4+ 9
Kensai Master 8 (3+) 5+ 11 370
If you succeed, turn to 874. You have come to the outskirts of a thick jungle that
lies just to the west of Lhasbreath. It is too difficult to
368 traverse far into the jungle without a proper expedition,
The stone blocks are so withered and aged it is but perhaps you might discover something interesting
impossible to get an exact fit between the blocks. After with a quick look.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Roll 2 dice and add them together to determine can be found the stall. Priests of Cursus occupy each
what you discover: stall, each uttering a solemn praise to their god before
2-4 turn to 701. welcoming you curtly. All prices are in silver coins.
5-6 turn to 343.
7 turn to 598. Item Buy Sell
8-9 turn to 449. Crude Blade (Fighting +0) 25 10
10-12 turn to 547. Maul (Fighting +1)* 50 25
Iron Shortsword (Fighting +1) 200 100
371 Iron Greataxe (Fighting +2)* - 150
You look around the chamber, attempting to puzzle Steel Longsword (Fighting +2) - 400
out what the orcs were doing here. The tunnels they Steel Greatsword (Fighting +3)* - 450
have cut lead in all directions, but end in disappointing
dead ends. It has the feel of an expedition that was Shield (Armour +2) 50 25
sure it was in the right place but didn’t know exactly Hide Armour (Armour +1) 70 35
which way to go once they got here. Shrugging your Bone Armour (Armour +2) - 150
shoulders, you make your way out of the cavern and Bronze Armour (Armour +4) - 2000
back up the stairs. Turn to 634.
Soft Boots (Stealth +1) 500 250
372 Reference Book (Lore +1) 500 250
Warm Cloak (Survival +1) - 250
You step off the lift onto the top floor of the mine.
Handsome brooch (Charisma +1) - 250
If you have the code A1, turn to 722. If not, read on.
Prybar 100 50
Sell some troglodyte heads to Clavod (turn to 233)?
Incense - 90
Make your way onwards (turn to 722)?
Calligraphy Ink 2000 1000
Silver Idol - 50
373
Vial of Poison - 50
You have returned to the sinister chamber where you Dragonyak Horn - 35
found the silver skull. However, that grim artefact is Lizard Hide - 25
now missing from its pedestal. There is nothing more
to be found here, so you make your way back to the When you are done here, turn to 340.
crossroads. Turn to 46.
376
374
You feel that you have done all you can to prepare the
The slaves merely laugh at you and push you away. Everchild’s forces for battle. You go into council with
Demoralised, you are forced to wait for your food like her and convince the queen to commit her soldiers.
everyone else. Turn to 118. “Very well,” she says solemnly. “May St. Elias guide
our blades. Good luck, my generals.”
375 Mustering your soldiers from the Luutanesh
The marketplace of Cursus is strictly organised. The barracks (you can take a maximum of six units),
same family of food sellers have occupied the same stall you begin your march across the Great Westroad to
locations for hundreds of years, and the more modern Saltdad, the sun hanging low in the sky. Soon enough
the goods the further to the exterior of the market the Iron King’s forces intercept you, the ramshackle

– THE VALLEY OF BONES –


– Legendary K ingdoms –

palace of Saltdad visible in the distance. The coward our land once and for all!” You vow to do so.
king himself has not deigned to take the field and has In addition, any injured party members may restore
left governorship of his army in the hands of his generals. their Health to full, as you spend many days resting in
Record this reference number (376) and turn the tower whilst you teach the language to Kopu.
to 300 to see the rules for mass combat. The king’s Turn to 539.
forces are arrayed below. If you have the code A8, the
Bronzeguard are not present, since they were all slain 379
by your actions earlier. You make your way down the pitch-black tunnel, relying
on touching the damp walls to guide you. You emerge
Left Flank into a small cell, through which light streams weakly
Front: Spearmen of Saltdad – Strength 2, Morale 2 from a tiny arch high in the wall. In the cell you can see
Support: None Che Long, your trainer, and several other gladiator slaves.
Centre “Welcome, my students,” bows Che Long. He
Front: Bronzeguard – Strength 5, Morale 5 indicates Milagros. “You come in good company, I see.”
Support: Peasant Levies – Strength 1, Morale 1 “I believe we can trust these warriors,” announces
Milagros. “Tell them the plan, Che Long.”
Right Flank “Do they know what they are letting themselves in
Front: Mercenary Swords – Strength 3, Morale 2 for... who they fight for?”
Support: None “We are all slaves here,” you assure them. “We fight
for our freedom.”
If you win the battle, turn to 214. If you lose, turn to 670. “That, and so much more,” says Che Long, smiling.
“This is no mere slave girl. Standing before you is
377 the reincarnation of the Everchild. The Queen of the
The thief reluctantly hands over 100 silver coins. When Valley. The supreme sorceress herself.”
the rest of your party climb through the window, he also You look down at the dirty blonde waif. She speaks
decides to throw in a handsome brooch (Charisma +1) well, but could she really be a queen? The Everchild is
to discourage any further extortion. You slip away into a figure of legend, a story told to squires and children.
the streets together, the thief soon vanishing from sight. Milagros sees the doubt in your eyes and places a finger
Turn to 450. in the soup bowl. She withdraws it, and paints the walls
with the thick soup, drawing strange symbols and wards
378 which begin to pulse and move as if under their own
If you have already taught Kopu the language of Drear power. To your astonishment she has drawn a spell upon
he has nothing more for you (turn to 539). Otherwise the walls, filled with arcane power.
Kopu is astounded you have learned this forbidden If you have any spellcasters in your team they can
language. “You keep divine company, for the only man learn the following spell:
I know who understands the Drear tongue is St Elias
himself. He would not have taught you such a language Soothing Touch (Adventure or Combat)
unless the world itself was at stake.” Your hands glow with divine energy.
Kopu waves his hands and a magical cabinet made Choose one of your party members;
of purple wood appears, floating in the air. From the they can restore 5 Health points.
cabinet he retrieves a cloak of wonder (all skills +3). Recharge: 50 silver
“Take it!” he insists. “And banish the darkness from

– THE VALLEY OF BONES –


– Legendary K ingdoms –

With a wave of her hands Milagros bathes your through the open door as quietly as possible.
bodies in healing energies. You may restore the Health Sneak up on the orcs (Individual check)
scores of all your characters to full. If any of your Skill and DC: Stealth (5+)
characters have lost limbs, tongues or other organs, Successes Required: 2
these are restored. In addition, any diseases or curses If you succeed, turn to 2, but your stealthy character
you are affected by are also removed. may attack the 1st Orc twice in the first round. If you
There can be no doubt. This young slave girl is, if fail, you may also turn to 2, but note that the 1st Orc
not the Everchild, certainly a sorceress of great power. gets a free attack at the beginning of the battle on the
Ask her how she came to be enslaved (turn to 629)? party member who failed the stealth check.
Ask her about the escape plan (turn to 743)?
384
380 You make your way to Dulcimer’s house, a red-
The door is unlocked and leads to a priest’s sanctum. roofed cubical block of stone and rough cement in the
There is a small altar with a block of incense and 15 wealthiest part of the city. The house is well guarded
silver coins on it. The place is tidy, but there are no and the family large in number, with aunts, uncles,
comfortable bits of furniture such as chairs or tables here. nieces and nephews in ample numbers attending
With no other exits available, you make your way to the Dulcimer as he receives you in the family hall.
archway. Turn to 806. “That witch has damaged my honour and made me
look a fool!” rages Dulcimer as you explain the purpose
381 of your visit. “She is a thief and a harlot! My sister has
You sit before the shaman, a ghostly looking man with volunteered personally to deal the killing blow to her.”
silver hair and skull-like white makeup, in the company Dulcimer’s sister, a thin and sinister woman with
of what looks like the chief and his most loyal warriors. sharp eyebrows, looks positively excited at the prospect.
Your packs are searched whilst the shaman casts strange If you have an engagement ring, turn to 83.
incense into the firepit. If you have a magical weave turn If not, this will require delicate negotiations indeed.
to 767. Otherwise, after a full search of your packs the Calm Dulcimer’s Rage (Team check)
shaman shrugs and you are escorted back to your ship. Skill and DC: Charisma (5+)
You get the impression your audience with the Bando Successes Required: 4
has come to an end. Turn to 144. If you succeed, turn to 204. If not, turn to 155.

382 385
If you have the code A1, turn to 128. If not, read on. Hardly daring to breathe, your party member manages
The Temple of Kalu is nothing more than a pile to step carefully across the chamber, avoiding every
of rubble. The religion has been decreed heresy by pressure plate and hidden tripwire. You may take the
the patriarch of Cursus, and the temple has been torn black prism from the pedestal. You only hope it was
down. Mystified at this barbaric zealotry, you return worth the danger retrieving it! Gain the code A80.
to the city centre. Turn to 75. Retracing your steps with a heart-thumping
precision, you manage to make it out of the chamber
383 to the warm congratulations of your colleagues. Roll 2
dice. If this number exceeds the party member’s Stealth
Choose a party member to perform this stealthy
score, raise their Stealth score by 1 point. You return
manoeuvre. You drop down to your belly and wriggle
to the crossroads. Turn to 310.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

386 388
You inform your companions to stand aside. The mine lift creaks loudly as you reach the thirteenth
Gazing directly into the eyes of the opposing monks floor. If you have the code A25, turn to 817.
you strip away your weapon belt and throw it to the You speak to the miners, asking them about recent
side. Armed only with your fists you approach, the attacks. They confirm that there have been a few, but
monks adopting fighting stances. that the troglodytes have been hiding in the deep tunnels
to avoid the attention of the guards. Clearly you will
have to flush them out!
Explore the thirteenth level (Team check)
Skill and DC: Survival (4+)
Successes Required: 5
If you succeed, turn to 446. If you fail, you only
manage to bang your head on one of the low walls.
Choose a party member to lose 1 Health. Discouraged,
you leave the thirteenth floor (turn to 135).

389
You curse as three of the goblins bolt past you out of
the south door. The other three goblins bear their
teeth and lunge at you.

Opponent Attack Def Health


1st Goblin 2 (4+) 4+ 3
2nd Goblin 3 (4+) 4+ 5
Because you have no weapon for this fight, you cannot
3rd Goblin 2 (4+) 4+ 4
add any Fighting bonus a weapon can give you.
If you win, turn to 650.
However, because you are familiar with the unarmed
combat style of the monks, you do not lose a point of
390
Fighting for having no weapon.
The Bronzeguard live in a large, low compound with
Opponent Attack Def Health reinforced walls, just adjacent to the palace.
Monks 5 (4+) 4+ 8 Guards are everywhere, though servants f low
If you win, turn to 9. If you are beaten, turn to 596. through the gates, delivering food, water and other
materials into the building. If you have the code A7
387 and do not have the code A8, turn to 684. If not, you
have no business here and depart once the guards start
As soon as you show the ring, the guards become
glowering at you across the street. Turn to 75.
humble. “Forgive us, great ones, we did not know!”
they whisper. “Naturally, you may pass!”
391
Hoping your cover will not be blown, your party
makes its way inside. Turn to 574. The thief lies dead at your feet. You may take his iron
shortsword (Fighting +1), his leather armour (Armour
+1) and a pair of soft boots (Stealth +1). He also carries

– THE VALLEY OF BONES –


– Legendary K ingdoms –

30 silver coins. Eventually the city guards arrive and If you succeed, turn to 147. If you fail, turn to 483.
you inform them what has just happened. Fortunately,
they have been looking for this thief for some time and 394
so believe your story. A surly group of barbarians begin pushing you, spoiling
The thief ’s victim, a local magistrate, is delighted for a fight. In the background a weasely looking man
with your kindness. He promises to put in a good word with a long knife observes the horseplay, his finger
with the authorities whilst you are in Chalice. From now pressing on the top of his dagger meaningfully.
on, any time you have to make a Charisma skill check Push the barbarians back (turn to 435)?
in the city of Chalice, you may pass it automatically. Try to diffuse the situation (turn to 472)?
Turn to 450.
395
392
You are leaving the Caves of Uranu behind.
If you have the code A82, turn to 355. Where will you go?
You make your way to the king’s hall, a vast timber North, towards Chalice (turn to 450)?
and stone structure which displays the heads and horns South, towards Cursus (turn to 625)?
of terrible beasts. The hall is the living space of King
Scarrenden and his most trusted berserkers, and you 396
are rudely shoved about by passing housecarls and beer
There is no shelter and the storm lashes you cruelly.
wenches in the crowded space. The king himself is
Survive the Sandstorm (Team check)
peering over the edge of a pit, where one of his warriors
Skill and DC: Survival (4+)
is being mauled to death by an angry sand bear. The
Successes Required: 4
king toasts the bear’s victory with a flagon of frothy beer,
If you succeed, you manage to bury yourselves in
much to the laughter of the assembled barbarians.
the sand until the storm abates. If you fail, each party
“What was his crime?” you ask a passing wench.
member must lose 2 Health points.
“No crime, we don’t feed criminals to bears,” she
If you survive, turn to 569.
laughs. “He chose to fight the bear to impress the king.
You can petition the king for aid if you display a great
397
feat of strength.”
Will you offer to wrestle the bear (turn to 425)? If you have the code A21, turn to 89.
Attempt to woo one of the king’s most trusted Otherwise, read on.
councillors (turn to 86)? A great caravan of salt merchants, en route to
Leave these savages to their amusement (turn to 775)? Clifftop, offer you their services. Their merchants have
various odds and ends you might find useful. All prices
393 are in silver coins.
The overseer is not present, but guards and servants
Item Buy Sell
walk by the door frequently. You need to be in and
Crude Blade (Fighting +0) 25 10
out as quickly as possible. Multiple people might be
Maul (Fighting +1)* 50 25
spotted, so only one party member in the weapon
Shield (Armour +2) 50 25
stealing team can be chosen for this task.
Incense (One block only) 500 90
Steal the key (Individual check)
Bluestone (One stone only) 400 45
Skill and DC: Stealth (4+)
Talisman of St Elias - 150
Successes Required: 2

– THE VALLEY OF BONES –


– Legendary K ingdoms –

If you buy any incense or a bluestone, record the 400


code A21. The plaza in the temple district is full. Soldiers and
If you have a ship docked in Clifftop, you can also diplomats from across the valley fill it, from sweaty
buy up to three cargo units of Salt from the merchants Lhasbreath barbarians to dignified Chalice scholars.
for 500 silver coins each. They will deliver this cargo Ayleta the Traveller leads a delegation from Clifftop,
straight to your ship provided there is room for it. sun-bronzed peasants and sailors from that poorest
Once you have finished your trading, turn to 569. of cities following in her wake. King Scarrenden of
Lhasbreath grins widely, missing teeth on show, his
398 housecarls and berserkers drinking deeply and cheering.
Water gushes in through the ripped hole in your vessel. The innkeep from Luutanesh engages Che Long in
Your crew give a great cry and abandon ship, leaping animated discussion. Priests of Cursus, grumbling
into the frothing waves with a wail. You have scant under their breath, kneel before the throne.
seconds to prepare yourself to dive into the ocean. Any Joining the Everchild on the raised stage comes the
character wearing or carrying a suit of armour or robes God King of Chalice, elegant, eternally young and fit.
must discard it. In addition, you can carry no more The lord of that city kneels and bows before the small
than four items each before leaping into the sea – any child who ascends a throne made of wood and bronze –
remaining items must be crossed off your adventure the final homage that acknowledges to all who the ruler
sheet (there is no time to conjure a magic cabinet). of the valley truly is.
There is nowhere to swim but the harbour. After The Everchild sits and motions with her hand.
an exhausting swim (each party member loses 2 A silence falls. “The scholars tell us that there is no such
Health points), you manage to pull yourself onto the thing as victory,” she says, her voice amplified by some
harbourside. Of your ship's crew there is no sign. Cross sorcerous means. “There are battles to be won and wars to
your ship off your adventure sheet and turn to 662. be fought. But no vision of even the humblest ruler is ever
truly realised. But there is such a thing as change. The
399 Valley of Bones is now mine. Every city and every living
“Bless you strangers,” murmurs the monkey. “I knew being within them is my subject. From today we are no
there was kindness in human-folk. Alas, I have seen longer competitors, but brothers and sisters, driven not
all too little of it. I was a slave of the devious sorcerer to exceed or dominate the others, but to strive to make
Unbraaki. He took me from my home and made me our family strong. I see a vision of flourishing cities; I see
his apprentice. I longed to return to my family, but the casting down of whips. I see a time when Royce and
Unbraaki swore he would find me and slay my kin if I Drakehallow shall look with envy on our shores and say,
ever escaped. I fled into the desert, rather than endanger ‘If only our lands were as fair as those in the valley’. And
them, but the land could not sustain me.” well they might. No people are as vigorous or determined
“A sad tale,” you say. “We will avenge you if we can.” as ours. We shall be the crucible of new learning. Our
“He is a covetous man, but powerful,” sighs the monkey. many cultures shall create a land of beauty and flowers,
“Avenge me by taking what was his. I alone know the and in time, the sun itself shall cease its scorching, and
password to enter his secret vault. It is ‘amora’. Say that instead caress a land of meadows and rivers. I am the
word, and the doors shall open. Goodbye friends…” Everchild. And I shall be your ruler forever!”
At this the monkey closes his eyes and dies in your There is a mighty cheer, which resounds across the
arms. Gain the code A43. city and its dark mausoleums. A new day has come,
Burying the monkey in the desert, you make your and the Everchild is finally secure on her throne. Gain
way onwards. Turn to 125. the code A100.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

You have achieved a mighty feat in restoring the 403


valley to the authority of the Everchild. Each party With the cargo crane in operation you can buy goods in
member may increase their Health scores by 1 point. If Cargo Units from Clifftop. These goods are too large
you have each of the following codewords (A16, A20, for your characters to carry, but they can be loaded onto
A37 and A89) each party member also gains a single any ship you have in Clifftop harbour. You cannot buy
point to any single skill (Fighting, Charisma, etc). more cargo units than you can store in your ship (for
Any troops that have not routed are returned to the instance, a Cog can carry 2 Cargo Units). You can also
Saltdad barracks. You can restore their Morale and sell any goods you are carrying in your ships for the
Strength scores to maximum. same price as well.
The Everchild is generous and awards you 2000 silver
coins. If you wish you can escort her back to Saltdad Salt 550 silver coins
(turn to 75), or remain a while in Cursus (turn to 340)? Crops 600 silver coins
Steel 3000 silver coins
401 Spices 3200 silver coins
Sar Jessica has a lingering strain in her arm from her Wine 2000 silver coins
last battle and is struggling to wash her back. Tasha Slaves 700 silver coins
volunteers to help, perhaps a little too eagerly. The When you have finished your trades, turn to 703.
knight is beautiful, noble-born with strong limbs and
an air of authority. Tasha has often glanced at her across 404
an inn room, when deep in her cups, with admiration Something isn’t right here. You don’t know a lot about
and desire. Now Tasha is washing her, she cannot resist growing flowers, but something must be tending those
cradling her against her body, feeling soft flesh against blooms. And until you find out what that is, those
hers. Jessica acts as if nothing is going on, but surely she scholars are going to stay out of sight! Stepping cautiously
cannot be so blind to Tasha’s affections? into the gloom your worst fears are confirmed. Dreadful
Note in Tasha’s notes box that she has gained a heart snakemen, their curved swords already drawn, come
for Sar Jessica. Sar Jessica also gains a heart for Tasha. hissing into the gateway to intercept you. Turn to 150.
If Amelia Pass-Dayne is in the party, and she has at
least one heart for Tasha, turn to 888. 405
If Tasha and Jessica now both have at least 2 hearts
The work is hot, smelly and dirty, and the piles of junk
for each other, turn to 726. If not, the sound of the men
in the cave seem endless. Each party member must lose
on the other side of the reed bank getting out of the water
1 Health point as they heave the heavy trash outside the
ends this quiet moment and you blushingly emerge from
cave. After a number of hours you still haven’t found
the water. Turn to 51.
anything of value and decide to call it quits. Turn to 395.
402
406
Throwing caution to the wind you pluck some flowers,
Picking up a nearby bench you attempt to ram the
keeping some in your pack, and perhaps wearing
gatehouse door. Only members of the weapon stealing
some in your hair. A little colour for your bleak desert
team may help in this test.
trips. You can note down the hygliph flower on your
Bashing open the door (Team check)
adventure sheet. They are slightly magical, and it takes
Skill and DC: Fighting (5+)
years for them to decay. Feeling slightly prettier you
Successes Required: 3
move on. Turn to 618.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

If you succeed, the door f lies open after a few someone now and turn to 294. If not, read on.
attempts. Turn to 611. The peasant howls in agony as the nails are torn
If you fail, you still manage to force open the door, from his hands with rusty pliers. You are forced to
but not before a pair of guards, attracted by the noise, withdraw from the court, the bile building in your
interrupt you! Only members of the weapon stealing mouths, at the ghastly inhumanity of it all. Gain the
team may help in this combat. code A34 and turn to 19.

Opponent Attack Def Health 409


First Guard 4 (4+) 4+ 8 With almost every ounce of energy spent, you finally
Second Guard 3 (4+) 4+ 7 manage to haul yourselves up onto the edge of the
Note: Since you are currently unarmed, each party cliffside. Slumping against the base of a tree, the chirp
member’s Fighting score is reduced by 1. Once you of insects and cawing of birds lull you to sleep. Each
have defeated one of the guards, you may take the iron party member must lose 3 Health points.
shortsword (Fighting +1) that they are wielding and In the morning you rise, your stomachs growling.
use it in combat. You must start your lives again with what you have.
First, though, you must brave the perils of the jungle.
If you win, you take the other guard’s weapon, also Turn to 370.
an iron shortword (Fighting +1). They wear armour, but
there is not enough time to undress them. You hurry 410
into the gatehouse. Turn to 611.
You step through the Shaded Gate, becoming engulfed
If your weapon stealing team is slain, turn to 292.
in cool shadow. The land here is different, and you cannot
make out the Granite Hills that should lie beyond the
407
wall. The chill nags at you, but you resolve to carry on.
The power of St Elias should be effective against If you have a wayfinder rod, turn to 481.
intelligent undead, even these slavering lunatics. Go south (turn to 886)?
You brandish the talisman, the ghouls hissing in pain Go west (turn to 676)?
as you present it. You can actually see their flesh begin Go east (turn to 589)?
to wither and disintegrate in the holy glow that pours Go north through the Shaded Gate (turn to 140)?
from the artefact. Soon you have boxed the ghouls into
a corner, their bodies withering before the talisman. 411
In moments they have become little more than bleached
The Tower of Oneness is not the tallest structure in
bones, cleansed entirely by the power of the holy man
Chalice, but it is the grandest. Intricately carved from
who crafted the talisman. Turn to 651.
the living rock, and decorated in flecked red and gold
paint, the tower stands out amidst a sea of grand temples.
408
The mercifully cool interiors are open to all, but
“Oh! Please, your majesty, don’t take my fingernails! there are few visitors in this sacred place. The halls of
I need my hands to work!” begs the fellow. the God King are closed off to most, and the libraries
“Well, unless anyone else would like to volunteer are only useful to those who can read; a rare skill in
to have their nails removed in your place, I’m going to the Valley of Bones.
do it,” grins the king. An elderly sister, in long orange robes, asks how she
Would anyone in the party be noble enough to suffer can be of assistance.
such a torment for a lowly peasant? If so, volunteer

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Visit the library (turn to 680)? used to sharing. And I am here to treasure hunt.”
Ask to see the God King (turn to 628)? You frown. You do not seek conflict with this
Make your apologies and leave (turn to 450)? woman, but nor can you just leave without the statue.
Offer to work together with Yu Yan (turn to 454)?
412 Or insist on searching her bags (turn to 506)?
The monkeys paw over the item you give them, hauling
it up into the trees (cross the item off your adventure
sheet). One monkey snatches it from another, and
soon the entire pack storm through the trees, howling
after the thief, shaking down a rain of leaves as they
scramble away.
“Let’s get out of here while we still can!” smiles
Emlyn, urging you down the path. Turn to 740.

413
You carefully shuffle along the ledge, unaware how weak
it is. Midway, a large portion of the ledge collapses,
sending you tumbling into the pit, crushing spider
eggs as you go. Immediately, swarms of tiny, biting
spiders begin to emerge from the broken eggs. Suddenly
the giant spiders move as one, descending upon your
companions and the Everchild’s followers. Eggs crack
as careless feet release more baby spiders. Turn to 237.
416
414 You rub your hands together with glee as you behold
The coffin is made of stone, and its lid looks heavy. the stores of treasure. It’s time to get looting!
There are scrape marks on the lip of the lid that makes The following items are in the vault:
it look like it was opened quite recently. It has a name:
‘Sar Wilmot Fairbrother’. 1500 silver coins
Open the coffin (turn to 660)? A bar of gold bullion
Explore elsewhere (turn to 494)? A magical weave
A pile of registry papers
415 A glittering necklace (Charisma +2)
“And you are?” she asks. A tome of knowledge (Lore +2)
“Akihiro of Chalice, and you?” A silver idol
“Yu Yan,” she says, offering the smallest of bows in
return. She sheathes her sword. “I take it you are here Take what you wish, and then record the code A93.
treasure hunting?” What will you do now?
“In a fashion – I seek a silver idol for my master, Leave the palace (turn to 265)?
Honnu,” you admit. Go to the room in the south (turn to 484)?
“That could be a problem,” says Yu Yan. “I am not

– THE VALLEY OF BONES –


– Legendary K ingdoms –

417 Snatch the golden candlestick (turn to 644)?


The overseers have no intention of messing with armed Head upstairs to help the climbing team (turn to 92)?
warriors, and quickly leave their sport. The woman
staggers to her feet, blood flowing from her face. 421
“Barbarians!” she spits. “They beat me because I am “You have done all I have asked – all I can ever ask,”
down on my luck. My family used to own half the land smiles the Everchild as she greets you into her presence.
in Clifftop, but my grandfather was forced off his land by “As a boon I am willing to provide soldiers to you,
the vile sorcerer Unbraaki who stole his land documents. should you ever need the services of an army. Provided
You look like adventurous sorts. If you find me the you own a barracks elsewhere, you have my permission
registry papers from Unbraaki’s vault, I’ll reward you!” to transfer soldiers to that barracks from Saltdad.
“And you are?” you ask. Please leave me with a few units, though... you never
“They call me Damned Suzanna,” she shrugs. “At least, know when the valley might need them.”
that’s what I’m called when people see me. Find those You spend several hours with the Everchild,
registry papers and I’ll split the land value with you.” reflecting on your adventures. Eventually it is time to
It might be worth looking out for. Now turn to 19. leave, the Everchild kissing you goodbye. Turn to 620.

418 422
Your defeat of the kensai in single combat has proven You are not successful in your search for the nomads,
the strength of your convictions. The sister defers and but you do find trouble. Vicious Sand Drakes, tawny-
asks you to maintain a respectful tone as she escorts brown reptilian horrors that stand some ten feet high
you to the Hall of the King. Turn to 638. on two scally legs, take an interest in you. You have
little option but to fend them off.
419
You attempt to invoke the power of the book, hoping Opponent Attack Def Health
your pronunciations and somatic gestures are correct. 1st Sand Drake 6 (5+) 4+ 12
Animate the Skeletons (Team check) 2nd Sand Drake 5 (5+) 4+ 11
Skill and DC: Lore (4+) If you win, turn to 115 to try and get your bearings.
Successes Required: 6
If you succeed, turn to 232. If you fail, turn to 457. 423
You have returned to the goblin kitchen. The goblins
420 greet you with friendly chitters and offer you some
You cautiously mar the strange symbols around the food. Any party members on less than 4 Health can
door, being careful not to trigger the effect early. restore themselves to 4 Health points by eating here.
Eventually the runes are spoiled and lose their power. You thank the goblins and move on.
To your delight the door merely clicks open; there is Leave the kitchen through the north door (turn to 366)?
not so much as a conventional lock upon them! Leave the kitchen through the south door (turn to 736)?
You step into a darkened hallway. A magnificent
flight of carpeted steps leads up to the top floor. Rows 424
of books line the walls in antique cases. Nearby, a solid You prowl into the kitchen, ducking behind the
gold candlestick looks a tempting grab. counters and peering over. The evening meal is being
Examine the bookcase (turn to 230)? prepared, and chefs and servants scurry from one place

– THE VALLEY OF BONES –


– Legendary K ingdoms –

to the other, putting the final herbs and spices into the 428
stew that boils away in an enormous cauldron. If you Quiet as a mouse you manage to step across the floor of
have a vial of poison, turn to 565. Otherwise, there broken bones without so much as raising a dust cloud.
is nothing you can do to finish off the Bronzeguard Nothing stirs, and you manage to reach the chest quite
with the ingredients at hand. You quickly flee the safely. Turn to 3.
compound before you are spotted. Turn to 75.
429
425
Just as you feared a dreadful pirate pinnace comes
Choose a party member to wrestle the bear. You step swooping around the bay. They seem keen on plundering
forward and loudly declare your challenge. There is a great your ship and crew. Make a note of this reference number
cheer from the audience, including the king. Someone and then turn to 200 for the rules on Naval Combat.
gives you a hearty shove, and you are hurled into the pit.
The sand bear snarls at you, showing its teeth. Pirate Pinnace – Fighting 5 Health 6
If your chosen party member has the Animal Speech
spell, you can cast it by turning to 615. Otherwise you If you win, turn to 690. If you lose, turn to 741.
must wrestle with your bare hands (no pun intended).
Wrestle the Bear (Individual check) 430
Skill and DC: Fighting (5+)
You convince the thieves that you are not dangerous,
Successes Required: 2
nor are you agents of the Iron King. Your slave garb
Note: You cannot use any bonuses from your weapon
assures them you are speaking the truth, and instead
with this check.
you are even offered some decent hospitality in the form
If you succeed, turn to 677.
of beer and bread. Each party member can restore 2
If you fail, turn to 742.
Health points. The thieves' leader, Brekken, reveals that
they are downtrodden citizens of Saltdad, and that they
426
only prey on the merchants and nobles who support the
It’s time to move on. Where will you go from here? king’s rule. “But slaves have nothing to fear from us,” he
Go northwest, to the Blackwall (turn to 691)? assures you. “If you wish, we can provide you with some
Go north, towards Saltdad (turn to 858)? spare clothing to help conceal your identity in the city.”
Go northeast into the Withered Steppes (turn to 115)? “That would be most kind, thank you, Brekken,”
Go southeast, into desert (turn to 202)? nods the Everchild. “You show greater civility than
Go south towards Lhasbreath Oasis (turn to 590)? your monarch.”
Go southwest towards Lhasbreath (turn to 752)? “A plague-ridden dragonyak shows more grace than
Go west to the Tumblestones (turn to 137)? our king,” laughs Brekken. “But thank you, girl, for
the compliment.”
427 You can see that the Everchild would dearly love
You had hoped you might be able to take another suit to share her secret with Brekken, but wisely holds her
of bronze armour here, but alas no spare suits appear tongue, instead asking if the thieves could show you
to be present. Cursing your luck, you sneak onwards all a safe route out of the ruined tunnels. Brekken
towards the kitchen. Turn to 424. agrees, escorting you into the old storm drains that
lie beneath the city, and to a drain cover that leads to
an isolated alleyway.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

You have gained a useful ally. Gain the code A5. 436
Turn to 41. You spot the trail of sand frogs in the crystal earth of
the desert. These hardy amphibians can go without
431 water for days, but even they do not stray far from a
You find 123 silver coins and a rusty key on the bodies. water source. Following the trails, you come to a rocky
If you paid any bribes to an ogre, you can recover that place. Lifting some of the stones you discover hidden
money as well. Gain the code A76 and turn to 310. pools, the hatcheries of the sand frogs. Batting away
the harmless frogs you drink deeply to get your strength
432 back and refill your waterskins.
The temples of Mordain lie in crumbled ruins, like You gaze across the desert, getting your bearings.
the rest of the city. Listing above a wrecked tower in If you have the code A18, turn to 711.
a temple of Kalu, a lone bell peals in the sea breeze. Otherwise, turn to 731.
You shudder involuntarily at the sudden cold. There is
nothing for you here. Turn to 515. 437
If you have the code A72, turn to 180. If not, read on.
433 You climb up the stairs a good distance, reaching
You chase after her but stumble up the steps as you run. another tunnel which appears to be blocked by a crude
The stairs lead out onto the side of the hilltop, but by the but well-made barricade. Large wooden struts hold up a
time you emerge you have lost sight of her. You curse barrier of rock and timber. With sufficient strength you
loudly. It is unlikely she will be found now. Perhaps might be able to pull down the barricade, if you wished.
there is some other way of finding a silver idol? Musing Pull down the barricade (turn to 541)?
on your failure, you return to Chalice. Turn to 450. Go back down the stairs to the west (turn to 23)?

434 438
You hold aloft the talisman and Imopposh screams. Choose a character to explore the watery tunnel,
He casts a bolt of roaring fire that would surely then turn to 678.
incinerate you, but the impact merely makes you stagger
back towards the daylight. Imopposh cannot oppose 439
the power of the living saint himself, for in times past If you have the code A69, turn to 209. If not, read on.
the two of them were rivals – but neither can you gain The steps lead down until you arrive at a huge cavern,
ground against him. Imopposh draws the fragments ringing with the sounds of picks on rocks. Half the
of his casket around him, returning to his rest. chamber is filled with rock detritus, chiselled from the
The shadow door slams shut in front of you. walls by dozens of human slaves. The slaves themselves
Without even pausing to catch your breath, you bolt seem to be locals from the valley, a combination of slim-
from the canyon. Turn to 115. bodied Cursites and heavy-set men and women from
Lhasbreath. Around them, half a dozen orcs whip and
435 cajole the slaves, ordering them to work faster. One
The barbarians laugh as you shove them in return. You orc is dressed in heavy chainmail armour and looks to
put up your fists to show you mean business and are be the leader. He is roaring loudly at a terrified young
alarmed as your opponents heft their axes in return. This woman, putting his great-tusked jaws less than an inch
isn’t a merry brawl... it’s a fight to the death! Turn to 587. from her face. In the corner, several dead humans lie

– THE VALLEY OF BONES –


– Legendary K ingdoms –

rotting, presumably dead from their injuries. the elders were brought to ruin.
You are able to dive behind the rock detritus before The bridge, however, still stands, wide and strong.
the orcs see you. How will you proceed? Dozens of heavy wagons ply its ancient length and
Draw your weapons and charge to the attack without it the city of Chalice would be entirely cut off.
(turn to 213)? A fee of 40 silver coins is required to cross it, a steep
Wait until the work stops and then attempt to price normally paid only by merchants. You notice that
rescue the prisoners (turn to 783)? slimmer, flimsier bridges made of rope and wood also
Sneak out of the chamber (turn to 11)? cross the river, through few people seem willing to use
them. There is no toll for their use.
440 Pay 40 silver coins (cross them off your sheet)
You lunge for the wizard’s throat, but he dives aside and cross the stone bridge (turn to 450)?
at the last moment, yelling for aid. You are not given Cross the river using one of the rope bridges
another chance. Between the wizard’s magic which (turn to 329)?
forces you away and the dozens of guards that swarm Head back to Luutanesh (turn to 614)?
up, your capture is inevitable. The assassination team
have been captured. What happens to them now is up 443
to you. If you capture the city of Cursus you can free The window proves impossible to open and smashing it
them from prison. If your army is defeated, the party would create too much noise. Reluctantly you abandon
members will be executed. Either way, the captured your attempt on the house, dropping back down to the
party members can take no further part in the battle street. Soon Brekken joins you, his gang looking rueful.
until rescued. Turn to 96. “Well – it was worth an attempt,” he shrugs. You
comfort yourselves with a quick commiseration drink
441 at a local tavern. “We are usually better than this,” he
Haatchi is delighted as you produce the crier bird for assures you. “If you come across any likely heists you
him (cross it off your adventure sheet). He quickly hangs think we could help with, don’t forget to pay us a visit.”
it in pride of place in his collection, the bird singing a Assuring Brekken that you will keep him in mind,
mournful but sweet tune. True to his word, Haatchi you depart the tavern at first light. Turn to 75.
hands over a purse of 100 silver coins. “If you find any
others, just bring them to me,” he insists. 444
Wishing him a good day, you stroll on. Turn to 340. If you have already taught Kopu the orcish language he
has nothing more for you (turn to 539). Otherwise he is
442 impressed with your learnedness. “Few people live long
You have come to the banks of a wide river that enough amongst orcs to grasp their language,” admits
separates the city of Chalice from the rest of the valley. Kopu. “This requires a significant reward.”
The Cold River pours from the craggy mountain tops He rummages through his notes until he finds some
of the Stonewalls and bisects the desert like a sword scrolls of lore (Lore +3). “These magical scrolls contain
blade. Spanning this river is an ancient bridge, built vast amounts of knowledge, practically an entire library’s
shortly after the demon lord Abraxas destroyed the elder worth. I was looking for someone worthy to pass them
civilisation. Originally built as an act of faith to restart on to. Consider them yours.” In addition, any injured
society, its designers could not hold back the wave of party members may restore their Health to full, as you
savagery left in the demon’s wake as the fine cities of spend many days resting in the tower whilst you teach
the language to Kopu. Turn to 539.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

445 448
It is not so easy to escape unmolested past the Caves The oasis is packed with herd beasts and nomads, sharing
of Uranu. There is a reason people use the Northroad the waterhole like brothers. You have heard savage
rather than trudge through the desert. stories about the nomads, but they seem friendly enough.
Avoid monsters (Team check) Indeed, one informs you that violence is forbidden at an
Skill and DC: Survival (4+) oasis, though he does so with one hand on his scimitar,
Successes Required: 7 as if to suggest that he is willing to wink at that rule
If you succeed, turn to 395. If not, turn to 846. if provoked. You peacefully refill your waterskins and
continue with your journey. Turn to 51.
446
It was not easy to find them, but finally you discover a 449
band of troglodytes in their lair. They hiss at you and Tramping through the jungle you have attracted attention
leap to the attack. to yourselves. A pair of jungle panthers have been
stalking you. They leap upon you, quite unexpectedly.
Opponent Attack Def Health
1st Troglodyte 3 (3+) 4+ 5 Opponent Attack Def Health
2nd Troglodyte 2 (3+) 4+ 3 1st Panther 5 (4+) 4+ 6
3rd Troglodyte 2 (3+) 4+ 3 2nd Panther 4 (4+) 4+ 7
4th Troglodyte 3 (3+) 4+ 4 Note: The panthers have ambushed you! They get the
If you win, you can take up to four troglodyte heads. first turn.
In addition you find a handsome brooch (Charisma +1), If you win, you quickly make your way out of the
10 silver coins, and a grey talisman here. Take what you dangerous jungle. Turn to 618.
wish and gain the code A25. Now turn to 135.
450
447 Chalice is a city of tall, decorated towers cut from the
Realising your peril, you raise the talisman high in front rocky messas that dot the landscape. Between the towers
of you. The green skeletons let out a terrible screech high-topped houses with red roofs cram together to
as blue light burns away the scummy slime from their produce neighbourhoods and boroughs, interspersed
bones, causing them to collapse in a heap. Skallos roars with painted temples decorated with bells and chimes.
with hatred, unleashing a great blast of energy from his The nearby Cold River floods the plains between the
mouth. The light from the amulet dims for a moment, rocks to create the most fertile place in the valley.
before shining back into pure radiance. The undead Huge rice fields are tended to by hundreds of farmers
knight cannot stand against its power, igniting into white in pyramidal hats. Unlike some cities in the valley there
flames. Soon his body and possessions have turned to are no burly taskmasters savagely beating their workforce
dust, all that is left is his sword and a whispered cry for into submission. Instead the obedient folk of Chalice
vengeance. labour willingly for their God King, who resides in the
You may take the Skallos runeblade (Fighting +3, Tower of Oneness in the heart of the city. It is an orderly
Lore +2) if you wish. Whatever else the black knight place, quiet and subdued compared with other cities, but
might have possessed is now naught but ash. Gain the also less savage and uncivilised.
code A79. There are no additional exits from this room, If Akihiro is in your party, you may visit his
so you return to the corridor outside. Turn to 165. house by turning to 897.
(continued...)

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Visit the marketplace (turn to 142)? 452


Find an inn in the foreign quarter (turn to 665)? The Everchild was the immortal ruler of the valley
Attend a temple (turn to 522)? before the desolation of Abraxas. She ruled from the
Go to the Tower of Oneness (turn to 411)? magnificent city of Saltdad in a fantastic palace which
Explore the city (turn to 270)? was said to hold many wonders of the world. She was
Leave the city west, over the bridge eternally young in appearance, although exactly how
(you do not need to pay on this side, turn to 614)? young is subject to debate.
Leave the city south, along the Cold River Some records put her at only seven summers, others
(turn to 346)? twelve, a few even suggest fifteen or eighteen. She
possessed powerful magical abilities, so mighty that
451 she had need of very few soldiers, since her magic could
The caravan guards sense the uncertainty in your voice as annihilate armies and disperse crowds.
the nomads crash upon them. The line breaks and soon Most stories present her as a benevolent but
there is chaos. In the fighting and looting that follows single-minded ruler, who would be inflexible in her
you are captured and clad in chains. Cross off all items judgements once she had made up her mind.
and silver coins from your adventure sheet. Because you Exactly how she died is unclear, but most tales
are such healthy specimens the nomads decide to sell you assume that she was slain by Abraxas when the demon
as slaves. Roll a die to determine your fate: lord walked the valley. Turn to 680.

1-2: You are sold to the Saltdad Arena, turn to 631.


3-4: You are sold to the taskmasters of Clifftop, turn to 866.
5-6: You are sold to the priests of Cursus, turn to 531.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

453 457
You are leaving The Tumblestones. Something goes wrong with the invocation. The skeletons
Where will you travel now? animate, but you are unable to bind them to your control.
Northeast, towards Saltdad (turn to 511)? They seem to resent being awoken from their rest and
East, towards the Blackwall (turn to 691)? make their feelings clear as they try to gouge your eyes
Southeast, into the desert (turn to 752)? out with their bony claws. You must fight!
South, to the city of Lhasbreath (turn to 775)?
West, to the Palace of Unbraaki (turn to 890)? Opponent Attack Def Health
Northwest, towards Clifftop (turn to 12)? Skeletons 5 (5+) 4+ 24
Note: The skeletons will attack twice each round.
454 You must assign the damage of the second attack to a
“What if we worked together?” you offer. “In exchange different character from the first.
you may have all the treasure we find, except for the If you win, turn to 345.
silver idol. It is all I am interested in.”
She looks you up and down, as if judging you. “So 458
be it, Akihiro of Chalice,” she says, smiling. “This place Where will you travel now?
is quite dangerous, and you look like you can handle Go north, up the road (turn to 113)?
yourself. There is nothing to be found in the passage Go west, to the Temple of the Unbroken (turn to 535)?
I have just explored. Our only way onwards is up the Go south, into the city of Cursus (turn to 340)?
west side steps. Shall we go together?”
You nod cautiously and follow her up the stairwell. 459
Turn to 279. You open the door to the massive library and jolt in shock.
Looking up to see you in a velvet armchair is Unbraaki
455 himself, book in hand, a small pack of monkeys reading
You ask if you can consult Unbraaki on magical matters, on the floor alongside him. “Visitors,” smiles Unbraaki.
since you have heard of his great reputation as a sorcerer. “And unbidden ones! Kill them.” Turn to 564.
The guard shakes his head. “My master is no public
oracle, and his palace is not a school like Animus Mast. 460
Get you gone, curs.” Two dozen soldiers lower their You have entered the driest place in the Valley of Bones.
spears in preparation for your defiance, with another
company advancing up the road to support them.
Realising that these are not men to be trifled with you
politely depart. Turn to 265.

456
The door to the gatehouse is now unguarded, and your
weapon-stealing team can approach. The only obstacle is
the gate-house door, which is locked at all times.
Steal the key from the overseer’s office (turn to 393)?
Attempt to force the door (turn to 406)? The still, brown-yellow sands glitter with salt crystals,
and within an hour your throats are as dry as parchment.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Your skin and eyes begin to sting, even as you rapidly the door regardless (turn to 673)? Or leave the rest of
drain your water supplies. the mission to the climbing team (turn to 728)?
Survive the Salt Plains (Team check)
Skill and DC: Survival (4+) 465
Successes Required: 6 You look in vain for your foe. Clearly Montague has
If you succeed, turn to 436. If you fail, turn to 864. outmatched you again! Cursing under your breath, you
return to the city centre. Turn to 340.
461
The spiders seem unsure about attacking such large, 466
fire-wielding prey, especially those that are respecting Sandstorms are common here, the wind whipping up
the integrity of their nests. Heart in your mouth, you sand that feels like stinging hornets on your flesh.
move around the egg clusters carefully, not breaking a If you have the spell Nature Ward and wish to cast it,
single one, before clambering out of the crevice along turn to 784. If you have the code A19, turn to 396.
a rubble-scattered ramp. Another chamber beckons Otherwise read on.
on the other side. Turn to 347. The storm is becoming unbearable. Fortunately,
you espy a good-sized tent through the storm, made of
462 blue canvas. Desperate, you duck into the tent to avoid
You become dreadfully lost, wandering through the the storm. Inside is a priest, wearing embroidered blue
jungle aimlessly, trying to find a familiar landmark. robes. He is initially startled but begins to relax when
Suddenly, behind you, you hear a terrible cry. You spin you assure him you mean him no harm. His name is
around to see that one of the scholars has fallen into a Kopu, and he is a priest of Kalu, the god of time and
hidden pit. Dashing to the edge of the pit you move harvest. He offers you shelter, and bids his slaves provide
to help but see that the poor woman has been impaled you with wine and food. Any party member who wishes
on sharpened stakes which have been hammered into to eat and drink can gain 1 Health point.
the bottom. This was clearly no accident! “It is rare to encounter civilised people in these parts,”
Note on your adventure sheet that you have lost admits Kopu. “The worship of Kalu has been banned by
one scholar. Emlyn refrains from cursing you out the patriarch of Cursus, and since then we priests have
loud, but you see the disappointment and fear in her lived the lives of nomads, waiting for a more tolerant
eyes. After several more hours of fruitless wandering ruler to let us rebuild our temples. I wonder if you might
you eventually emerge back onto the path, now clear be able to help me with a problem?”
of water. Turn to 359. “It depends what it is,” you shrug.
“I am attempting to translate the calendar of the
463 Bando people into the common tongue,” he explains.
If you chose Amelia Pass-Dayne turn to 831. “Calendars are sacred to Kalu, you see. It is the hope of
If you chose Akihiro turn to 335. the priesthood that we can gather calendars of all the
If you chose anyone else they are not quite in position peoples of the world to create the Great Calendar. From
to save Brash. He immediately loses 3 Health points. this we could divine the ultimate truths of the universe
You continue the pursuit. Turn to 60. and predict the future.”
“Well... if that is what you believe…” you say
464 uncertainly.
“Sadly I have hit a snag,” he says. “This translation
You cannot determine how the runes might be
book I have acquired is a fake. Evidently the author had
deactivated. In fact, you are beginning to suspect that
never come across a speaker of Bando in his life!
the runes might not be magical at all. Will you open

– THE VALLEY OF BONES –


– Legendary K ingdoms –

I need someone skilled in Bando to translate the 500. If not, read on.
symbols on this calendar I have acquired.” “Akihiro of Chalice,” intones the revenant. “Now
If you already speak Bando, turn to 50. you know where I dwell. Know that I am for you, and
Otherwise you can attempt the translation yourself, at my hands you shall face your final death. But not
turn to 288. now. You are as a child to me. Return to me when you
Or decline to help the strange priest, turn to 585. are worthy.”
You snarl, your hand dropping to your weapon, but
467 the spirit is already gone, dissolving into the cold wind
Something has clearly gone wrong. As you heat the like scattered rice paper. In sombre silence, you return
mixture it explodes violently, shattering the delicate to the tent. Turn to 840.
equipment and scorching you. Each party member
must lose 2 Health points. Gain the code A73. Nursing 471
your injuries, you decide to make your way on. If you have the code A1, turn to 64.
Pass through the door in the western wall If you have the code A7 and you do not have the code
(turn to 256)? A13, turn to 520.
Return to the corridor through the east door If you have the code A14, turn to 668. Otherwise, read on.
(turn to 755)? You walk the streets of Saltdad, watching the tanned,
ragged people and avoiding the sinister Bronzeguard
468 patrols where you can. Eventually you come upon a
You return empty-handed to Akini, apologising for peasant girl, less than twenty summers old, seated upon
your failure. Akini thanks you for your efforts but is an upturned barrel and weeping pitifully.
resigned to a grisly death at the hands of her lover.
You cannot stay to watch, and leave, despairing at the
savagery of the Saltdad court. Turn to 75.

469
Quick as a flash you dash across the room and come
amongst the slaves. You rip the restraining bolts from
their manacles, freeing their hands, as your companions
prepare to jump from their hiding places. Eventually
the orcs spot you, but not before the majority of the
slaves are freed. Turn to 213 to fight the orcs, but note
that when the slaves make their attacks, they will inflict
2 points of Health damage on the orcs, not 1.

470
If you have the code A52, turn to 613. You emerge alone
from your tent, screwing your courage to the sticking
place. You gaze into the light and see it. A skeletal
figure, composed of light and hate, a curved longsword
in its hands. It is a revenant, a ghost of a dishonoured
sword saint. It seeks those undertaking the trial of the The heartless folk of Saltdad ignore her, some going so
kensai to test them. If you have the code A51, turn to far as to cross to the other side of street to avoid her.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Gain the code A14. 476


Ask her what is wrong (turn to 829)? Mannus understands what you are driving at. He
Ignore the pitiful waif (turn to 75)? looks very pleased at the thought of accepting the Iron
King’s bribes and quickly pens an official document.
472
Soon you have a very favourable tithe report that
If you have Brash in your party, turn to 513. greatly reduces the amount Saltdad is required to pay.
If not, read on. Thanking each other for your time, you depart.
You raise your hands to show there are no hard Turn to 574.
feelings. In response, one of your party members (you
choose which one) is punched in the mouth with the
477
haft of an axe and must lose 1 Health point. Weapons
are drawn... how did this turn violent so quickly? Where will you travel now?
Turn to 587. North, to Luutanesh (turn to 614)?
West, to the Withered Steps (turn to 115)?
473 South, towards Cursus (turn to 822)?
It takes great patience and skill to find the nomad
camp. Little wonder, since they are despised by all 478
the kings of the valley. They are an ancient people, who With the orcs defeated you quickly search their guard
lived as desert wanderers even before the desolation room. In total 20 silver coins lie scattered across the
of Abraxas. They greet you with some confidence, for table. You can take either orc’s crude blade (Fighting
you are in their homeland, and each nomad is a skilled +0) if you are short on weapons. The first orc also carried
warrior who can best the toughest soldier. a shield (Armour +2). Gain the code A56.
See the nomad chief (turn to 30)? You return to the corridor outside. Turn to 350.
Trade with the nomads (turn to 768)?
Bid them farewell and return to the desert (turn to 115)? 479
After days of wandering you reach the outskirts of a
474
ramshackle city which stands in the shadow of a ruined
You have re-entered the ruined library. A dead orc lies palace. Some peasant girls take pity on you, giving you
here, decaying amongst the ruined pages. precious water. Thanking them (lose 5 silver coins, if
Examine the black book he was reading (turn to 119)? you have them) you make your way into the city centre.
Close the door and go somewhere else (turn to 821)?
Turn to 75.
475
480
The guards suspect you are assassins and traitors.
If you have already taught Kopu the language of the
One calls out, and suddenly dozens of heavily armed
Bronzeguard begin to clank towards you. There are too Bando he has nothing more for you (turn to 539). If this
many to fight, you must flee! is the first time you have taught this language then Kopu
Escape the Bronzeguard (Team check) is delighted. He offers you a bluestone in exchange.
Skill and DC: Stealth (4+) In addition, any injured party members may restore
Successes Required: 7 their Health to full, as you spend many days resting in
If you are successful you manage to lose them in the the tower whilst you teach the language to Kopu.
warren of alleyways in the city (turn to 75). If not, you Turn to 539.
are overwhelmed and arrested. Turn to 55.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

481
The wayfinder rod seems to hum and vibrate in your Opponent Attack Def Health
pack. Pulling it out you see that the strength of the First Guard 4 (4+) 4+ 8
vibrations lead in a south-easterly direction. You follow Second Guard 3 (4+) 4+ 7
it for some time, every so often the rod bidding you to Note: Since you are currently unarmed, each party
change direction, and you walk through the strange, member’s Fighting score is reduced by 1. Once you
cool, sunless desert for many hours. have defeated one of the guards, you may take the iron
Finally, you arrive at an obelisk, carved with mystic shortsword (Fighting +1) that they are wielding and
runes. The wayfinder rod crumbles away in your hands use it in combat.
(cross it off your adventure sheet). Examining the If your weapon stealing team is slain, turn to 292.
obelisk you find a strange spell carved into its surface. If you succeed, you take the other guard’s weapon,
also an iron shortword (Fighting +1). They wear
Shadow Door (Adventure) armour, but there is not enough time to undress them.
You can detect the secret doors installed by the You hurry to the gatehouse and unlock the door. Turn
penumbral lords when they ruled the land. to 611.
The text will tell you when you can cast this spell.
Recharge: 50 silver 484
You have arrived at Unbraaki’s teleport circle, deep inside
Any of your spellcasters can add this spell to their his palace. If you have the Teleport Circle spell and wish
spellbooks if they wish but remember that you cannot to cast it, turn to 859. If not, there is nothing you can do
have more than six spells in a single spellbook at any here but leave through the only exit. Turn to 67.
given time.
Oddly, the Shaded Gate has appeared again, the rich 485
colour of the real world blazing through the aperture. If the character you chose was Tasha, turn to 37.
Go through the Shaded Gate (turn to 140)? If the character you chose was Akihiro, turn to 735.
Head south, instead (turn to 537)? Otherwise, read on.
You dash to Jessica’s defence, but alas, you are too far
482 out of position. The axe lands with a sickening thud.
You consult the instructions and check the ingredients. Remove 3 Health from Sar Jessica. You manage to
This should be possible, but you can see why a less talented impale the barbarian from behind, kicking his dying
alchemist might struggle to complete the potions. body away from the knight. If Sar Jessica is still alive,
Brew the potions (Team check) you haul her to her feet and spin around to face the rest
Skill and DC: Lore (4+) of your opponents. Turn to 753.
Successes Required: 4
If you succeed, turn to 136. If you fail, turn to 467. 486
It’s kind of an old trick, but you suggest to the goblins
483 that they might want to poison the orc leader’s food with
You emerge with key in hand and must stifle a cry of the handy vial of poison you have on you. The goblins
shock as you stroll right in front of a pair of armed eagerly agree, cackling wickedly as they sprinkle liberal
guards. Any party members in the weapon stealing drops of the venom across the orcs dinners (cross the
team can leap to your defence. vial of poison off your adventure sheet). Several of the

– THE VALLEY OF BONES –


– Legendary K ingdoms –

braver goblins vanish, dropping off their deadly meals, whilst the momentum is with us. I appreciate your calls
only to come scurrying back a few minutes later. for peace, but it would end up as a call for bloodshed
They are too cowardly to check the results of their without end.”
poisoning. It looks like you will have to do that for The Everchild rises and looks out the window upon
them! Gain the code A63. her city. “I need you to trust me just a little while longer,”
There's no more to do here. Where will you go now? she says. “I will not war forever. I promise.”
Leave the kitchen through the north door Clearly the Everchild has made her mind up.
(turn to 366)? You thank her for her time and leave.
Leave the kitchen through the south door Turn to 620.
(turn to 736)?
489
487 You are not sure how it happened. Foul sorcery?
Quiet as a mouse you step towards the thief, drawing Assassins from the House of Silence? Either way, a lone
your weapon silently. The thief pauses in the middle assassin managed to penetrate the defences around the
of his rifling, and spins around. He is a man of Royce, Everchild and stab her with a poisoned dagger. By the
handsome in a roguish kind of way. “Well, you’re a time your team have returned you find her in a critical
silent one,” he grins. “I’ll split the takings in this house condition, unable to stand, her flesh looking as grey as
fifty-fifty with you if you promise not to make trouble.” stone. In her fevered delirium she insists on leading
Accept his offer (turn to 377)? the troops into battle, but this is clearly impossible.
Arrest him (turn to 573)? You command her to concentrate on getting better, and
to focus all her healing energies on herself.
488 Word soon gets around about the Everchild’s
The Everchild nods to her generals, who reluctantly condition. Each army unit in the Saltdad barracks must
leave her company. She indicates for you to sit and lose 1 point of Morale. You dread the coming of the
joins you. “What is on your mind?” she asks. dawn, but you realise you cannot escape now. You must
If you have the code A37 but not the code A94, face what comes with as much courage as you can muster.
turn to 795. If not, read on. Turn to 162.
“Have you considered suing for peace with the
patriarch of Cursus?” you ask. “Perhaps further 490
bloodshed can be avoided?” The dragonyak bull is delighted to see you again, and
“No,” she says with certainty. “The patriarch will bids you join the herd at the waterside. You chat idly
never rest whilst I am queen. It is the foul beliefs of with the bull as he tells you the ancient stories of his clan.
his god that have kept the valley in its barbaric state. “Once,” he claims, “the herd found itself lost in the
We can never improve, never develop whilst his agents shadowlands. Seeking shelter from the blistering sun
control all trade, progress and education. they entered the Shaded Gate. Many cattle were lost.
"At best, Saltdad would be a light in the darkness, But then Ganch, the spirit bull, appeared, and led the
waiting to be snuffed out. For now, we have sympathy herd west, then south, then west again. The Shaded
from most of the city states. The other kings are tired Gate was found, and the herd emerged into the sun once
of the patriarch’s tyranny and wish to assert themselves. more, weaker but wiser.”
That won’t last forever. A change of king, a bad harvest, Out of the mouths of bulls, eh? You thank the
a sudden surge amongst the faithful, would all topple dragonyaks for their tale, and venture onwards.
my new regime. No. We must strike hard and fast, Turn to 115.

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– Legendary K ingdoms –

491 Go through the south door (turn to 18)?


If you chose Akihiro, turn to 470. Go through the south-west door (turn to 127)?
If you chose Amelia Pass-Dayne, turn to 163.
If you have chosen someone else, turn to 613. 495
During your evening meal, one of your characters has
492 wandered off. Choose which character and turn to 285.
If you have the code A81, turn to 887. If not, read on.
You close your eyes and focus. You can feel them... 496
madshards reverberating in the earth, beneath the You invoke the spell and call up to the monkeys.
temple. Extracting them won’t be easy. You will need “Ho there, groundlings!” cries one of the monkeys.
hundreds of diggers to tear up the unwilling earth. “You bring exciting things into our home, do you?
What you will find below... who knows? Glittering treasures and strange objects of metal and
Hire workers from Cursus to excavate the ruins wood?”
(this will cost 5000 silver coins, turn to 571)? “What of it?” you ask.
Leave the wretched fragments in their earthy tomb “Give us! Give us!” chant the monkeys. “Give us
(turn to 515)? something! Or we take it all!”
If you have the code A43, turn to 261.
493 If not, you must decide what to do.
If you have the code A50 and Akihiro is in your party, Give the monkeys an item (choose something from
turn to 699. If not, read on. your equipment, and turn to 412)?
The area is seemingly pockmarked with caves. Or make a run for it, turn to 879.
You decide to search one at random. Roll a die.
Roll a 1, turn to 797. 497
Roll a 2, turn to 580. You step through the archway, the chamber as black
Roll a 3, turn to 78. as pitch. You carefully shuffle your feet as you walk,
Roll a 4, turn to 854. nervous of stepping on anything unpleasant, such as a
Roll a 5 or 6, turn to 356. trap. You join hands to keep track of where you are,
eventually getting the idea of the shape of the room.
494 The jingle of coins through your fingers as you come to a
If you have the code A58, turn to 211. If not, read on. few flat surfaces suggest that something valuable is here.
You are in a large, rectangular chamber which Sadly, you are not alone. Two snakemen are hiding,
features a number of complete skeletons which have weapons drawn, in the corners of the room. Though they
been carefully assembled and hung up on frames. are blind like you, they can smell you with their tongues
The centre of the room is dominated by a large stone and feel an impression of your body heat. You cannot be
coffin, whose lid has been carved to resemble a knight. certain of where the exit is and must fight to the death!
There are three doors in the chamber, one in the
north wall, a strong looking door in the south wall, and Opponent Attack Def Health
a flimsier looking door in the southwest corner. 1st Snakeman 4 (5+) 6+ 6
Poke one of the skeletons (turn to 876)? 2nd Snakeman 4 (5+) 6+ 5
Examine the coffin (turn to 414)? Note: The snakemen strike first in this battle because
Go through the north door (turn to 717)? they are ambushing you. If you have a hygliph flower,

– THE VALLEY OF BONES –


– Legendary K ingdoms –

the snakemen are put off by its pungent odour and “There can be no forgiveness,” you growl, drawing
require a 6+ on their attack rolls to inflict damage your blade. “The stain on our family’s honour must be
during this battle. If you win, turn to 298. expunged.”
“No,” says the spirit sadly. “You shall fall as I did.
498 As my grandfather slew me, I shall slay you. Have you
Straining every sinew, you scrape the door open inch by children, Akihiro? I pray not. Let you be the last in our
inch. To your anger you see that this door merely leads line to suffer this tragedy.”
to the vault’s antechamber, an even larger vault door “I shall be the first,” you vow. “The first in a new dawn
standing on the other side that would take a dozen men for our family. Face the blade of a true kensai, father.”
to open. Fortunately, the antechamber does contain The revenant draws his weapon, and so begins the
some easily accessible treasure. You find 500 silver ultimate duel between father and son.
coins, an odd crystalline wand labelled as a wayfinder
rod, a bar of gold bullion and a block of incense. Opponent Attack Def Health
There are also a number of financial records, none of Revenant 6 (3+) 5+ 8
which look valuable at first. However, one book catches Note: If Akihiro has achieved Enlightenment, the
your eye. It is a royal ledger, which bears the crest revenant only hits on a 4+, and its defence drops to 4+.
and authority of House Goldwell, the royal family of If Akihiro wins, turn to 882. If he loses, turn to 320.
Royce. In it are detailed a number of transactions to
purchase slaves from Cursus for the royal plantations 501
in the Splintered Isles. The purchase of slaves is illegal Making your way through the jungle is tiring work.
in Royce... what is the king up to? Take the ledger, if The area is particularly thick with vegetation, and
you wish. you must hack and hew your way through the dense
Breaking into the patriarch’s vault has been the heist rainforest to make any progress at all. Treat the jungle
of a lifetime. Choose a party member and roll two dice.
as if it were an opponent:
If you exceed that party member’s Stealth score, raise
it by 1 point permanently. You silently return to the
Opponent Attack Def Health
ground floor of the pyramid.
Jungle None 4+ 25
Record the code A83 and turn to 574.
Note: The jungle does not attack, as such. Instead, each
party member takes 1 point of Health damage each time
499
they attack the jungle. This is from scrapes, exhaustion,
You are sailing just south of the temple city of Cursus. etc, and you cannot use armour to save against this
Long war galleys patrol the coast, black-clad priests damage. A party member low on Health can skip their
whipping the slave rowers in time to dreadful hymns.
attack if you like, as long as at least one party member
Traders are rare here, but so are pirates, with little
attacks each round.
opportunity and considerable danger facing any that
If you win, you hack your way through the jungle
dare to raid the coast.
turn to 763.
Put into Cursus harbour (turn to 33)?
Sail west, along the coast (turn to 198)?
502
500 You are shocked as the kensai beheads your companion
in a smooth stroke with his sword. Somehow you
“I am for you Akihiro,” says your father’s spirit. “You
assumed he might show mercy, but it appears the kensai
know me now, I think.”
take their vows very seriously. The party member you

– THE VALLEY OF BONES –


– Legendary K ingdoms –

chose for the duel is dead. You can take any equipment 505
you wish from their body. A row of rowdy taverns stand on the wooden boardwalk
Other kensai arrive to escort you firmly from the built for the harbourside. The taverns are frequently
premises. Turn to 450. flooded by the incoming tide, and no attempts have been
made to sweep away the pooled saltwater that settles in
503 their sunken floors. Frothy waves splash at the windows
Holding your breath, you plunge into the cold water, as you down a tankard of cheap grog at your table, and
swimming through the black tunnel. Eventually you you wonder how the building manages to stay up.
spy the tiniest glimpse of light, and swim onwards, You may stay at the tavern and recover your strength.
your lungs bursting. You emerge into a small but tall For every 5 silver coins you spend, each party member
chamber, filled with half-submerged smashed pottery. can recover 1 Health point. Spellcasters can also
Light streams through a tiny crack in the ceiling, and spend silver here to recharge their spells, purchasing
you can hear sounds of the city high above you. components in the nearby marketplace and going into
The walls are unscalable, but searching the broken meditation in the privacy of their rooms.
vases nets you 40 silver coins and a handsome brooch A nearby sailor sings a sad song about the Maiden of
the Depths. She was a pure-hearted girl who was tossed
(Charisma +1). Pleased with your find, you swim back
over the side of a ship during one of the frequent storms
to the Everchild and make your report. Satisfied that
in the Passage of Illikein around the Splintered Isles.
the only way to go is through the dry arch, she beckons
The legend goes that those who present the Maiden with
you onwards. Turn to 523.
flowers receive rich rewards from sunken hulks beneath
the waves. Gain the code A30.
504 When you have finished resting, turn to 19.
You have chosen a perilous course indeed! The waves
crash against your vessel as you plough towards the rocks. 506
Choose someone to steer the vessel and make the skill “No, Yu Yan,” you say. “I cannot allow that.”
check below: “A pity,” she says. “So be it.” She draws a long green
Approach the wreck (Individual check) blade, and goes into a crouch, her sword held high.
Skill and DC: Survival (4+) The duel is on.
Successes Required: Special
Note: The rocks will do 8 points of damage to your Opponent Attack Def Health
ship’s health. For every success you can reduce the Yu Yan 5 (4+) 4+ 9
damage by 1 point. If you win, turn to 184.
If your ship is reduced to 0 or fewer health points
turn to 87. If not, read on. 507
Despite the collisions you manage to steer your If you have the code A71, turn to 474. If not, read on.
ship adjacent to the wrecked vessel. You order some You open the door into a musty library, the air thick
of your crew to swing aboard the vessel and loot it. with dust and damp rotting pages. The floor is covered
They manage to recover a single cargo unit of Wine. in mouldering books. Around the walls are wooden
If you have room for this cargo aboard your ship you shelves, some still packed with ruined books.
can note it down on your ship roster. Not wishing to Sitting in the middle of the room, facing away from
push your luck, you sail away from the wreck as soon you, is a burly orc who appears to be reading a black-
as your last crewman is aboard. Of the stranded sailor bound book. A glowing lantern is positioned next
there is no longer any sign. Turn to 240. to him to enable him to see. He seems completely

– THE VALLEY OF BONES –


– Legendary K ingdoms –

engrossed in his reading, and does not appear to have 509


noticed your entrance. Unbraaki collapses to the ground, flames still pouring
Ask the orc what he is reading (turn to 664)? from his palms, igniting the palace. You only just have
Sneak up on the orc (turn to 682)?
time to snatch the spellbook from his hands before
Close the door and go somewhere else (turn to 821)?
crashing through the windows, away from the blaze.
Unbraaki’s guards cry in horror and amazement as
508
they see the home of their master consumed in flames.
You make your way to the training grounds, where you Seeing no reason to remain, they scatter into the desert,
see the soldiers of the Everchild at practice. All the leaving their master and his sorcerous monkeys to burn.
troops you have gathered for her can be found here, their Gain the code A88.
armour and weapons glinting in the unforgiving sun. As the morning light spreads across the desert you see
If you have the code A33 you can transfer any the extent of the devastation. The palace is a scorched
troops you own in other lands to the Saltdad barracks. ruin, though curiously a single entrance to the basement
If you have the code A100 you can transfer troops from remains. Looking through Unbraaki’s spellbook you
Saltdad to other garrisons you control in other books. see it contains many interesting notes on the nature of
Without these codes you cannot transfer any troops, as magic, as well as an interesting spell. You can record this
the Everchild does not have access to any seaports. in your own spellbooks if you wish but remember that
“We can always use more soldiers,” comments general you cannot have more than six spells in your spellbook
Che Long. “I know the Everchild has asked you to find at any given time.
some more from the leaders in the valley, but we can also
muster more troops here if we can find the money.” Silver Tongue (Adventure)
“How much will it cost to levy more troops?” you Your confidence grows as you summon this spell.
ask, checking your purse. Cast this spell when you fail a Charisma check.
“More than any number of silver coins!” laughs Che You gain an additional 3 automatic
Long. “We are talking about hundreds of soldiers, successes for this check only.
including weapons and supplies. You would need bars Recharge: 75 silver
of gold bullion to fully pay for the cost.”
You ponder Che Long’s request. “If I found some, In addition, you may raise the Lore skill of one
what kind of soldiers could we raise?” character by a single point for reading Unbraaki’s
“For one bar of gold bullion we could raise a decent fascinating theories on magic.
troop of light infantry,” says Che Long. “But ideally, we Explore the basement of the palace (turn to 67)?
would want two gold bullion bars. With that we could Leave the smouldering remains behind (turn to 265)?
retrain and equip the Bronzeguard. We still have their
armour and equipment – but teaching men to fight to 510
that standard is a long and expensive process.”
You find you are unable to reach a state of deep
If you have any bars of gold bullion you can purchase
meditation, your trials pressing upon your mind. It was
additional troops for the Everchild.
this lack of clarity that caused you to fail in your first
Spend one gold bullion on some light infantry
attempts at becoming kensai. Shaking your head at your
(turn to 900)?
own inadequacies, you decide to leave the matter to fate,
Spend two gold bullion on restoring the Bronzeguard
you stroll towards the hill in front of you and enter the
(turn to 143)?
first cave you come across. Turn to 24.
Leave the training ground (turn to 620)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

511 her grasp. The barbarian hefts his axe high above the
The sun crawls over the horizon, spreading a grey haze helpless knight. You must rescue her! Choose another
across the boundless desert. You are pleased to be raised party member to come to her rescue. Once you have
above the sands on a built-up highway, even if the road made your choice, turn to 485.
itself is in dreadful condition. To the east the crowded
city of Saltdad beckons, its decaying palace looming over 515
it like a gnarled hag. Roll a die. On a 1-2, turn to 666. You have arrived in the ruins of the city of Mordain,
On a 3 or more, turn to 219. sacked over four hundred years ago by the priests of
Cursus and the king of Lhasbreath. It is a place of ill-
512 portent, shunned by the locals. No building fully stands
You manage to persuade the crowd that the dead man in this coastal city, and even its walls are shattered and
has been honoured enough, and that the last thing he crumbling.
would want was violence with the state after working so Explore the temple district (turn to 432)?
selflessly for it. Reluctantly the crowds disperse, taking Explore the broken merchant quarter (turn to 79)?
the casket for burial. The kensai thank you for your Pick your way to the harbour (turn to 243)?
support and then carry on their way. Head west, across the desert toward Lhasbreath
This was a sensitive situation which you have diffused. (turn to 752)?
Choose a party member and roll a die. If the result is Head north, into the desert (turn to 202)?
greater than their Charisma score, raise their Charisma Head east, across the desert towards Cursus
by 1 point. Turn to 450. (turn to 657)?

513
Thinking quickly, you point to the knife-wielding man
and address the barbarians. “Oh, dear! You’re not
working for Gareth the Snitch, are you? Poor fellows.
He’s always getting people to do his dirty work, and yet
when it comes time for payment he uses clipped coins.
Well... there’s one born every minute, I suppose.”
The barbarians turn angrily upon the small man.
Your instinct was right. These are paid assassins, but they
don’t know their employer very well. The man with the
knife panics and begins to flee into the crowd, pursued
by the howling barbarians. You take the opportunity
to slip away. Gain the code A90 and turn to 775.

514
The fighting is chaotic, and more slaves come to join 516
the battle as the fight rages on. Sar Jessica is separated The wind fills your sails as you glide in the straits
during the scrum. After slaying an opponent, she is between the shores of the valley and the jungle-filled
suddenly bull-rushed to the ground by an enormous island of Viaan. Roll a die. If you roll a 1 or 2, turn to
Lhasbreath barbarian, her weapon scattering from 679. If not, turn to 144.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

517 and tied to the pillars in the grand hall. The zealots
The Temple of the Unbroken collapses into a pile of cruelly whip you. Roll a die. This is the number of
broken stones behind you, great clouds of dust bursting Health points each member of your party must lose.
from the shattered chambers. You think yourselves lucky Once they have exhausted themselves you are thrown
to have survived. Choose a party member and increase out of the ziggurat. Turn to 340.
their maximum Health score by 1 point. Gain the code
A41 if you do not have it already. After pausing to rest 522
for a while you gather yourselves and prepare to move The common temples of Chalice are dedicated to their
on. Turn to 860. strange meditative religion. They are open structures
without walls, although low wooden screens are used
518 to separate the different orders of worshippers. You are
This will be an untypical battle. Whilst it is true you surprised that no one here worships the God King, but
can crush dozens of beetles with each stamp you will merely pays reverence to his immortal insights into their
be quickly swarmed. Their nasty, biting mandibles can faith. You cannot receive blessings here since there is no
sheer off flesh like tiny razors. external god to bless you, instead all truth and beauty
must be found from within through a process of long
Opponent Attack Def Health introspection.
Beetle Swarm Special 3+ 25 Clearly, only a native of this land could master such
Notes: You cannot add the Fighting bonus from your intricacies. If you have Akihiro in your party, turn to
weapons in this fight – they are less effective than simply 856. If not, besides wondering at the strangeness of it
brushing off and standing on the beetles. The beetles all, you can gain no benefit here. Turn to 450.
will not roll for an attack. Instead each round they
inflict 1 point of Health damage on each party member. 523
Armour cannot help you against this damage. You emerge into a large chamber, filled with cobwebs
If you win, turn to 251. which incinerate at the touch of your torches. The
floor of this chamber has half collapsed, and in a small
519 crevice you can make out the eggs of giant spiders,
The bridge holds, much to your relief, and you have soon heaped upon one another. The adult spiders lurk in the
crossed to the other side in safety. Turn to 450. ceiling corners of the chamber, waiting patiently for a
chance to strike. You could make your way carefully
520 through the crevice, since sloped rubble is piled up on
either side of the drop – but you would have to carefully
You have been charged by the Everchild to attempt
navigate past the eggs. You also spy a narrow ledge
to destroy Malronac the Deathengine. This will be a
around the crevice which might allow you to avoid
fearsome task indeed. If you would like to spy on the
the crevice completely, provided you could all make it
palace until you see him emerge, turn to 733. If the
across without falling. Or perhaps it would be wiser to
Everchild’s request is too much for you, turn to 75.
attack the spiders whilst you are on firm ground, and
get a battle out of the way?
521
Creep through the crevice (turn to 80)?
You babble an excuse about wishing to bathe in the Sneak along the ledge (turn to 895)?
beauty of their faith, but the zealots are having none of Provoke the spiders into battle (turn to 133)?
it. Soon guards arrive, and you are stripped to the waist

– THE VALLEY OF BONES –


– Legendary K ingdoms –

524 of the shadow door make getting a grip on the stone


In the dead of night you approach Dulcimer’s house, block impossible. Eventually you are forced to give up.
in the rich quarter of the city. It is a red-roofed cubical Turn to 717.
block of stone and rough cement, with lacklustre guard
patrols orbiting the estate at uneven intervals. You spy 528
what looks to be the outdoor entrance to the basement; You are not quick enough. You are still hanging onto
a large trapdoor wide enough to roll barrels into. the rope when the thief cuts it, sending your whole party
Waiting for the right moment, you dash to the into a heap on the ground. Each party member must
basement doors, some of you keeping watch whilst lose 1 Health point. You dust yourselves off and consider
another attempts to break the padlock on the basement. attempting a pursuit, but the thief has made good his
Break into the basement (Individual check) escape, and the only way to chase him would be to break
into the house. Shaking your head at his audacity you
Skill and DC: Fighting (5+)
make your way into town. Turn to 450.
Successes Required: 2
Note: If you have a prybar the target number is 4+, not 5+.
529
If you succeed, turn to 766.
If you fail, you are still struggling with the padlock The heist began well, with you being able to snatch a
gold portrait and a bronze scorpion. As you are rifling
when the guards arrive. You are chased away, turn to 468.
through a chest of drawers you disturb a mirror, which
crashes to the floor with an almighty smash! Soon, the
525
house guards from the ground floor come swarming
This is harder than it looks. Sand is tricky stuff and it is up upon you. You draw your swords and, back to back
easy to accidentally leave a limb uncovered. with Brekken’s team, you prepare to fight to the death to
Hide from the barbarians (Team check) defend your loot. Only members of the wall-climbing
Skill and DC: Stealth (5+) team may help in this fight.
Successes Required: 4
If you succeed the barbarians are none the wiser and Opponent Attack Def Health
soon ride by. Turn to 840. 1st Guard 4 (4+) 4+ 7
If you fail the barbarians spot you, and begin to wheel 2nd Guard 4 (4+) 3+ 9
towards you, weapons drawn. Turn to 238. 3rd Guard 5 (5+) 4+ 11
If you win, you break out of the house and into the cover
526 of the streets (turn to 833). If you lose then all members
Your physical strength and martial technique intimidate of the wall-climbing team are dead, cross off all their
items. If you still have any surviving party members,
the slaves, who grumble and back down, allowing you to
turn to 75.
rip the choicest and best-cooked flesh off the goat first.
One of the slaves, a fellow called Tommul, mutters dark
530
warnings about revenge. Snarling at him, you retreat to
a corner to finish your food. “Now it is time to demonstrate your bladecraft,” nods
Gain the code A2 and turn to 865. Honnu. “And it must be against a foe that can test you
spiritually as well as physically. It is known that somewhere
527 in the central deserts of the valley dwells a revenant –
the undead spirit of a man who failed his kensai trials
You cast the spell, but the shadow door is blocked on
so disastrously he is doomed to walk the earth forever.
the other side by a huge stone slab. The weird magics
You must find this spirit and defeat it in single combat.”

– THE VALLEY OF BONES –


– Legendary K ingdoms –

You feel no fear. “I shall,” you vow. paying bounties for troglodytes,” he says airily. “The
“This task will not be easy,” says Honnu. “Get queen can look to the protection of free men. I suppose
yourself a good sword, and train yourself to the highest I can still sell you salt, I’ll take money even from the
standard before you track down your foe. It will be the most sanctimonious wretch.”
duel that defines your family’s fate forever. When you Demand entrance to the mines as representatives
have slain it, return to me.” of the queen (turn to 227)?
You stand and bow, pondering where to begin your Express interest in buying salt for your ships
search. Cross off the code A50 and record the code A51. Turn (turn to 575)?
to 450. Leave with distaste (turn to 722)?

531 533
You have been sold to a rice farmer in the city of Cursus, You have already looted this chamber of its funeral goods.
and work knee-deep in muck along the Cold River. It would serve no point to disturb the dead further.
Your surroundings are suitably dramatic; huge black You return to the crossroads. Turn to 46.
step pyramids dominate the landscape, the holy temples
of Cursus from which chants and deep choral hymns 534
echo at all times of day. Your owner is a pious man, Although the desert nights are cold, the temperature
and surprisingly gentle for a slave owner. Whipping is tonight is particularly freezing. You pitch your tents
rare, although the threat of execution hangs over anyone and huddle together for warmth. Outside the tents you
who does not work hard enough. Nonetheless, you can suddenly perceive a light, like the flame of a lantern, only
restore all your party members to full Health as you brighter. Something stalks around your tent menacingly,
carry out your labours. the crunch of bootprints on the sand. A sudden fear
Your thoughts soon turn to escape. There seem two grips you, and it is difficult to leave the safety of your
likely methods. You will be helping to construct a granary tent. You briefly decide together who should check out
next week, and builders are freed from their chains so this frightening phenomenon.
they can move around more freely. It would involve a bit Choose someone to look outside (turn to 765)?
of a dramatic breakout, but it might be possible. Decide to all go out together, although this
Otherwise you might be able to persuade the priest feels dangerous (turn to 613)?
who owns you to free you, if you express enough Stay safely inside the tent (turn to 584)?
devotion to his god.
Attempt a breakout (turn to 785)? 535
Try and charm your way out (turn to 570)? You travel through the desert for many days, the
desolation and quiet of the sands absolute and still.
532 On the fourth day you cross over a dune to see a colossal
Clavod is not happy to see you. “Since your political wreck before you. It is a shattered ziggurat of black
machinations we have been forced to free our miners and stone, somewhat similar in design to the slab-like
pay them a wage. Many of our warehouses now contain temples in the city of Cursus. This structure has been
sleeping quarters rather than salt. Why, the place is blasphemously left to disintegrate with age. You wonder
barely worth keeping anymore,” he moans. why the zealous priests of Cursus would allow such a
“The wages of sin are high,” you say dryly. “You’ve thing to happen?
lived off fat profits for long enough.” Investigate the temple (turn to 708)?
Clavod merely sniffs with contempt. “I’m no longer Go north, into the Withered Steppes (turn to 115)?
(continued...)

– THE VALLEY OF BONES –


– Legendary K ingdoms –

West, into the desert (turn to 202)? 537


South, towards the coast (turn to 657)? There is not even a breath of wind in this silent hell.
East, towards the Northroad (turn to 822)? There is nothing to see for miles around. Your limbs
ache. Choose a party member to lose 1 Health.
North (turn to 589)?
West (turn to 692)?
South (turn to 273)?
East (turn to 886)?

538
The tunnel emerges into a larger temple room, in which
snakemen appear to be at worship by a flat black altar.
They hiss in alarm as you enter, reaching for their wickedly
curved swords. You narrow your eyes in concentration as
their swaying bodies slither towards you.

Opponent Attack Def Health


1st Snakeman 4 (4+) 3+ 5
2nd Snakeman 4 (4+) 3+ 8
3rd Snakeman 4 (4+) 3+ 4
4th Snakeman 3 (4+) 3+ 6
Snakeman Champion 6 (4+) 3+ 12
Note: If you have a hygliph flower the snakemen are
536 put off by its pungent odour and require a 5+ on their
If you have the code A99, turn to 186. If not, read on. attack rolls to inflict damage during this battle.
As you sail along the coast you come upon the sight If you defeat all these horrors, turn to 748.
of a colossal wreck. A Drakehallow greatship, a four-
master from the looks of her, has dashed herself on the 539
rocks. Powerful winds buffet the cliff face, and you are Kopu is delighted to see you again and beckons you
already on half sails to ride out the winds. A little way inside his comfortably furnished tower. Open books
off the wreck, on a tall rock against the cliffside, you are spread across his table, and he beckons his slaves to
can see a lone figure desperately clinging on for life. remove them as he fetches some wine. Kopu is interested
The spray and powerful waves threaten to engulf him in all kinds of languages. If you have been taught any of
at any moment. Gain the code A99. the languages below, you can teach him the rudiments
Launch a lifeboat and try to rescue the man by turning to the correct reference:
(turn to 667)? Bando (turn to 480)?
Ignore the man and try to loot the wreck Orcish (turn to 444)?
(turn to 504)? Drear (turn to 378)?
Or refuse to risk your ship and sail onwards Or bid Kopu farewell (turn to 775)?
(turn to 240)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

540 541
Representatives from all the settlements in the valley, You get to work attempting to rip the barricade down.
bar Cursus, now fill the Everchild’s war room. A map Pull down the barricade (Team check)
of the valley, carved onto the wall behind the throne, Skill and DC: Fighting (5+)
illuminates the Everchild’s many lands and legions. Successes Required: 3
A hush descends as the girl queen enters the chamber Note: If you have a prybar, the DC of this skill check
and climbs the platform which raises her seat above is only 4+.
all others. She clicks her fingers, and Che Long, her If you succeed, turn to 630. If you fail you strain
guardian, presents her with a long, steel sword. She yourselves. Choose a party member to lose 1 Health
points it at the map, right above Cursus. point. You can attempt the skill check again, if you wish,
“There is now only one obstacle that stands between or make your way back down the stairs by turning to 23.
us and the unity of the valley,” says the Everchild boldly.
“Cursus has not been idle. The patriarch has hired 542
mercenaries from Royce and Thalsia to bolster his Your marshal tone cannot be denied. You form an
armies of fanatics. Despite sorcery being forbidden impenetrable thicket of soldiers against the cavalry
in their religion, they have employed the dark wizard charge. Your archers pepper the hesitating nomads with
Descantos to fortify their defences. The Cursites have arrows. Realising that their shock tactics have failed,
skilled warriors. The Cursites have loyal warriors. But the nomads flee back into the desert rather than face a
they do not have warriors who are both skilled and long, bloody combat for a few barrels of salt.
loyal. Something must give, and it is this mis-match A great cheer goes up from the caravan guards.
between their forces that I intend to exploit.” The merchants, delighted with your brave actions,
“To bolster our chances,” she continues, returning reward you with 100 silver coins. After a brief rest you
the sword to Che Long, “I intend to rob the patriarch continue on your way. Turn to 477.
of some of these advantages. My agents will either
dispose of Descantos or pay-off the mercenaries to 543
abandon the patriarch’s cause. I believe that without
The palace of Saltdad has vast underground chambers
either of these advantages, the patriarch cannot hold
which are still in the process of being unearthed. In
against us.”
one of the vaults the Iron King discovered the weapons
“What of your safety, majesty?” prompts one of her
and armour for his Bronzeguard. In another was found
generals. “The attempts against your life have increased
Malronac the Deathengine. Who knows what still
in intensity since you took Clifftop. We have reason
awaits to be found within the cold earth?
to believe another attempt will be made on the eve of
You spend some time exploring the ancient arcades
battle.”
and hallways, looking for secret passages or forgotten
“My personal security is peerless, and my followers
routes. If you have the shadow door spell and wish to
loyal, do not fear for me,” rebuts the Everchild. “All I
cast it, turn to 637. If not, after a considerable search
require of you is that you look to your legions.”
you find nothing new. Turn to 620.
She turns to you with expectation. “And you, my
friends, tell me: Is now the time to make the attack?”
544
Launch the attack now (turn to 268)?
Or wait until you are ready (turn to 620)? Discretion is the better part of valour. You attempt to
bolt, Tommul diving to make a grab for you. You must
use the Stealth ability of the character you have chosen.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Escape from Tommul (Individual check) 549


Skill and DC: Stealth (4+) You are caught in a sudden current and dashed against
Successes Required: 2 the cliffside. Roll a die. Your chosen party member
If you succeed, turn to 193. If you fail turn to 302. loses that many Health points. The rest of the party
quickly come to your rescue, hauling you back into the
545 jollyboat. If you wish to make another attempt, turn to
Some of the Everchild’s agents are skilled negotiators... 583. Otherwise you can abandon the attempt for the
still, they might lack the authority needed to get the moment. Turn to 82.
mercenaries to co-operate. Roll a die. On a 5 or 6
the agents are successful and convince some of the 550
mercenaries to abandon the patriarch – gain the code A96. There is no point in provoking anything. You would
On any other number the agents fail in their task, and rather deal with wounded and exhausted opponents than
you will have to face the full might of the patriarch’s arena champions. You cast your eyes warily across the
forces. Now turn to 301. exterior of the battle.
If you have the code A3, turn to 718.
546 Otherwise, read on.
You are so busy examining the coffer that you fail to An arrow thudding into the ground near you, launched
spot the raised stone step in front of you. As soon as from one the arena guards, spurs you back into action.
you step on the trap a stone block descends down upon Clearly you must fight hard or be executed. Hurriedly
your head. The party member in front loses 5 Health you engage with the dregs of the fight to keep busy.
points. If this kills the party member you must cross
off all their items of equipment – the stone slab is too Opponent Attack Def Health
heavy to move and all their gear is lost. If the party Saltdad Slaves 6 (5+) 3+ 20
member survives you manage to dive aside before the If you win, turn to 71.
block completely crushes you. The slab does not block
off the way onwards, and you are able to crawl over the 551
slab and towards the coffer. Turn to 277. If you have the code A61, turn to 809.
If you have the code A62, turn to 423. If not, read on.
547 You open the door into a busy looking kitchen.
You come upon a patch of bright yellow flowers. They Goblins, slaves by the look of their garb, are busy
have a pleasing scent and your first thought is to gather cooking a surprisingly decent looking broth in a large
some up. You pause, though... you are unsure if it is safe cauldron. Even through the thick clouds of steam they
to pluck these blooms. They might be poisonous. spot you, mouths open in surprise.
Pick some anyway (turn to 402)? Try to speak to them (turn to 57)?
Avoid the flowers and move on (turn to 618)? Rush to an attack (turn to 389)?
Wait to see what they will do (turn to 99)?
548
You recite every blessing and counterspell you know. You 552
are not sure which incantation was the correct one, but The poor monkey is dying, but your water eases its
suddenly the spell breaks, and the skull stops its infernal suffering somewhat, and it cradles itself lovingly in your
murmuring. Turn to 132. arms. If you have the Animal Speech spell and wish to

– THE VALLEY OF BONES –


– Legendary K ingdoms –

cast it, turn to 399. Otherwise you comfort the monkey “Unbraaki sends his greetings to you,” says the soldier
until its life ebbs away, wondering what could bring such formally. “Alas, he is not interested in supporting a rebel
tragedy to a harmless creature. Turn to 125. leader in her cause at this time. Should the Everchild
ever become a serious political figure, he would be
553 delighted to meet with you. Until that time, Unbraaki
A lone assassin does make an attempt on the Everchild’s has no intention of disrupting the order of the valley.”
life, but her alert agents manage to foil the attack. The “I see,” you nod. “Perhaps if we met, we might be
Everchild looks unflustered and calm as the morning able to persuade your master…”
sun illuminates the horizon, and her presence on the “You may go,” interrupts the soldier, firmly. A dozen
field, astride a nomad steed, causes your army to cheer additional soldiers arrive to reinforce his suggestion.
wildly. Confidence is high. Now it is time to see if your Thanking the slaves for their refreshment you depart.
preparations for the coming battle have been enough. Turn to 265.
Turn to 162.
557
554 If you have the code A33, turn to 126. If you have the
“Death to the Iron King!” you snarl, drawing your code A34, turn to 642. If not, read on.
weapons. The soldiers look horrified to see such You enter the hall of Lothor the Ugly, brutal king of
disciplined warriors before them. Clifftop. He is currently in the process of torturing one
of his servants, his lords urging him on to greater acts
Opponent Attack Def Health of cruelty. The hideous, scarred king looks up at you as
1st Soldier 3 (4+) 4+ 6 you enter. “What’s this?” he gargles. “More petitioners
2nd Soldier 3 (4+) 3+ 7 for my favour? If you would be my friend, tell me what
3rd Soldier 4 (4+) 3+ 9 kind of punishment I should inflict on this man? Don’t
4th Soldier 3 (4+) 4+ 8 be too lenient, or you will share his fate!”
Dozens of guards close in around you as you consider
You can flee from the battle at the start of any round by your answer.
turning to 75. If you win, turn to 357. If you have Lord Ti’quon in your party, turn to 10.
Otherwise, consider your answer carefully.
555 Have the man whipped (turn to 658)?
Pull out his fingernails (turn to 408)?
This battle has taught you much about combat strategy.
Gouge out his eyes (turn to 338)?
Choose a party member and roll a die. If the number
you rolled is higher than that party member’s Fighting
558
score, raise their Fighting score by 1 point. Victorious,
you approach the treasure. Turn to 3. You browse the selection, with many interesting
tomes on philosophy, war and architecture on display.
556 Disturbingly, you also come across the bodies of two
orcs, lying dead on the floor. They seem to have been
You inform the soldier that you are agents of the
bludgeoned to death. Your eyes flick to a blood-stained
Everchild and have come to plead for Unbraaki’s support
tome that seems to be pulling itself off the shelves.
in her cause. The soldier nods and asks you to wait in the
To your horror it is joined by a veritable swarm of books.
garden until his return. Slave girls deliver iced fruit juices
They fly off the shelves, bashing into the sides of your
to you as you sit upon a bench in the shade. Eventually
faces, flapping their heavy leather and wooden pages like
the soldier returns.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

aggressive pigeons before your startled eyes. Each party Unbraaki says.
member must lose 1 Health point. “And what do you want, eminence?” you ask.
You attempt to hold your ground for a few moments, Unbraaki rises and walks to a bookcase. He snaps
but as more and more books fly off the shelf, you realise his fingers, and the monkey on the desk scales the tall
your task is hopeless. You must fight your way to the exit! shelves, pulling down an ancient tome and passing it to
Fight your way out of the library (Team check) his master.
Skill and DC: Fighting (4+)
Successes Required: 4
If you succeed, turn to 203. If you fail, each party member
takes 1 Health point of damage. You must attempt the
check again, taking damage each time you fail it.

559
You inform the soldier that you are agents of the queen
of Saltdad and have come to plead for Unbraaki’s support
in her cause. The soldier nods and asks you to wait in the
garden until his return. Slave girls deliver iced fruit juices
to you as you sit upon a bench in the shade. Eventually
the soldier returns.
“Please, come with me,” he says. “Unbraaki will see
you now.”
You follow the soldier into the gorgeous palace, quite
Unbraaki opens the book at a particular page and shows
the equal of any manorial estate in Royce or Drakehallow.
you a picture. It appears to be a triangular object, grey
You are led into a private study where you meet Unbraaki
or black in colour, with light streaming through it. “The
himself. He is an elegant, though rather short, man with
black prism,” says Unbraaki. “It holds the secrets of light
a long, thin oiled moustache. His robes are a dazzle of
itself. Long I’ve sought it, in this world and the world
colours that seem to shift before your eyes. On his desk
of shadow, but to no avail. I have consulted an oracle
sits a small monkey, oddly wearing a tiny wizard’s hat. It
in Drakehallow who told me that only the agents of the
looks at you with penetrating, intelligent eyes. Unbraaki
queen of Saltdad can find the prism. Of course, there
bids you to sit, seating himself on a throne-like chair
has been no queen in Saltdad for a thousand years. You
cunningly designed to make him look taller.
have just made that happen. I want you to find me the
“I am pleased you came to see me,” smiles Unbraaki.
black prism, and in exchange I will provide my soldiers
“I have been following your progress, and that of your
to the Everchild’s cause.”
queen, with great interest. I am now satisfied that the
If you have a black prism, turn to 818.
wind is changing in the valley, and that the Everchild
If not, read on.
is both a promising and likely leader.”
“Where can I find it?” you ask.
“You will support her, then?” you press.
“I only know that it was hidden on the south coast of
“Perhaps,” says Unbraaki suddenly cold. “My soldiers
the valley,” says Unbraaki. “Perhaps the patriarch has it
are some of the best in the land, and their loyalty comes
hidden in his vault? Or maybe it lies in the dread city
with a cost.”
of Mordain? You are fated to find it, so I doubt you will
“I’m sure the Everchild can provide you with the
struggle hard to locate it.”
necessary compensation,” you say breezily.
Well, the directions are vague, but it’s something to
“The Everchild does not have what I want,”
go on. You thank Unbraaki for his time and promise

– THE VALLEY OF BONES –


– Legendary K ingdoms –

to return with the prism. You are escorted out of the Opponent Attack Def Health
palace. Turn to 265. Unbraaki 8 (3+) 6+ 11
1st Monkey Special 5+ 3
560 2nd Monkey Special 5+ 4
Mannus is clearly troubled at the brazen way you are 3rd Monkey Special 5+ 3
attempting to bribe him. Suspecting that you might be 4th Monkey Special 5+ 5
a plant from one of his opponents he calls the guards Notes: Unbraaki fights with blasts of black flames from
and has you arrested. Here, in the heart of the temple, his hands. These flames leech your life into his. For
you have no chance of escape. Turn to 55. every Health point you lose, Unbraaki gains a Health
point, even if this takes him over his starting Health.
561 The monkeys do not attack physically, but each
will cast a spell from the following list. Roll a die to
You have returned to the orc guard room. Except for a
determine what spell the monkey casts.
pair of dead orcs there is nothing to see here. You return
to the corridor. Turn to 350.
Roll Spell
1-2 Ice Bolt – The monkey makes an 8 dice attack,
562
hitting on a 4+.
If you have the code A7, turn to 263. If not, turn to 750. 3-4 Unfailing Strike – The monkey inflicts
3 damage on one party member.
563 5-6 Poison Stream – The monkey makes two 5 dice
This unnatural monster cannot be allowed to live. attacks, hitting on a 4+.
Drawing your weapons with a grimace, you advance. If you win, turn to 509.

Opponent Attack Def Health 565


Imopposh the Mad 3 (4+) 4+ 30 There is no chance that you will all be able to sneak up
Note: Imopposh, instead of attacking, will cast the to the cauldron as a team without raising the alarm.
following spells each turn, as long as he is still alive: Nominate a party member to sneak to the cauldron with
1st turn: Imopposh casts a Thunderbolt spell. the vial of poison and make the following skill check.
He makes two 10 dice attacks. Poison the Cauldron (Individual check)
2nd turn: Imopposh casts an Orb of Annihilation spell. Skill and DC: Stealth (4+)
He makes a single 13 dice attack. Successes Required: 3
3rd turn: Imopposh casts a Sandstorm spell. If you succeed, turn to 661. If you fail, turn to 58.
Make a 3 dice attack on each party member.
4th turn onwards: Imopposh makes a standard attack. 566
If you somehow manage to defeat this horror, turn to 311.
You have reached a crossroads, with tunnels going off in
all directions. The corridors are short to the south and
564
west, and each contains a door. To the east the corridor
You are about to battle the foremost wizard of the Valley stretches into darkness, though you can make out a door
of Bones. His colourful robe blazes with light, making in the north wall. Going north you think you can make
him hard to see as he commands his monkeys to attack. out another pair of doors, but you will have to get closer
To your horror the monkeys do not attack with teeth and to find out.
nails, but with blasts of magic. You are not just fighting Go north (turn to 736)?
one sorcerer – but a whole pack of them! Go east, down the corridor (turn to 350)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Go east, and through the door in the north wall dreadful scars on your bodies. It is an extremely painful
(turn to 723)? experience which will lower the maximum Health score
Go through the door in the south tunnel of each party member by 1 point. Make a note that each
(turn to 857)? party member now has Ritual Scarring (Cursus).
Go through the door in the west tunnel If you all have Ritual Scarring (Cursus), turn to 713.
(turn to 151)? Otherwise you'll have to try and break out (turn to 785).

567 571
With your missions assigned the Everchild wishes you For weeks your diggers clear away rubble and hack at the
good luck as you vanish under the cover of night. If you ground. The very stones seem to recoil as you dig deeper
have assigned anyone to the assassination mission, turn and deeper into the earth. Above your workforce, black
to 880. If not, turn to 639. clouds gather, and fierce rainstorms attempt to sweep
away your encampments. Your workers are terrified and
568 want to abandon their dig.
You have returned to the chamber of Skallos, the dark Convince the workers (Team check)
knight. This champion of evil has been destroyed, and Skill and DC: Charisma (4+)
you have no wish to remain in his haunted chamber any Successes Required: 10
longer than you need to. Turn to 165. If you succeed, turn to 702. Otherwise the workers
down their tools and flee into the desert. Turn to 515.
569
572
You are on the Westroad, somewhat near to Clifftop.
Where will you travel now? Neither side is willing to back down, and soon the hall
West, to Clifftop (turn to 19)? dissolves into a violent scrum. Fists fly and blood is spilt
Southwest, into the desert (turn to 725)? as people fight like animals for a sliver of cooked flesh.
South, to the Tumblestones (turn to 137)? Reduce the Health of all party members by 2 points.
East, along the road to Saltdad (turn to 511)? You have managed to feed, but are a mass of bruises.
North, to the Salt Plains (turn to 460)? Turn to 865.

570 573
If you have Brash in the party, turn to 627. The thief bolts from the room and you follow in hot
If not, read on. pursuit. He dashes into another bedroom on the far
You attend prayer with your master every day until he side of the house and leaps from an open window, onto
remarks upon your devotion to the faith. When the time the rooftops of a lower house. Each party member who
is right you ask him to free you, as fellow worshippers of wants to chase him must make the individual skill check
Cursus. “If souls can be brought to the light of reason, below. If you think a party member won’t be able to
I would be willing to sacrifice my wealth by freeing make the check you can have them hang back instead,
you,” says the priest, benevolently. “However, I would although that means they will not be able to assist in the
have to be sure of your devotion. If you each agreed to rest of the chase.
receive ritual scarring to honour Cursus, I would have Chase the thief (Individual check)
no hesitation in freeing you.” Skill and DC: Survival (4+)
If your entire party has already received Ritual Successes Required: 2
Scarring (Cursus), turn to 713. If not, read on. If you succeed that party member can keep pace with
If you agree to the priest’s terms he will put the the thief. If you fail, that party member takes a hard

– THE VALLEY OF BONES –


– Legendary K ingdoms –

fall (lose 2 Health) and is out of the chase. If at least Lhasbreath joined forces against it. Before that time it was
one party member is still in the chase, turn to 789. If a relatively prosperous place, but the religious freedoms it
all your party members are out of the chase, turn to 29. granted its citizens were abhorrent to the clergy in Cursus.
It was said to have a grand museum which stored all kinds
574 of artefacts from ancient times, although it is doubtful that
The inside of the ziggurat is not what you expected. anything remains there now. Turn to 680.
Although there is a single, ceremonial religious hall
for important funerals, the majority of the chambers 578
are dedicated to running the government. Tax offices, If you have the code A80, turn to 729. If not, read on.
religious regulators and financial departments are The door opens into a room out of your worst
scattered across the temple, with dozens of black-robed nightmares. Bright silver sawblades are suspended on
orderlies running messages between them. Of course... long, mechanical arms which jut from the side of the
the vault lies just beneath your feet as well. walls. Spear holes cover the floor at uneven intervals.
Visit the keeper of the holy purse (turn to 323)? You can see the dismembered bodies of orcs, literally
Visit the zealotry commission (turn to 867)? chopped to pieces, scattered across the ground.
Attempt to rob the vault (turn to 281)?
Leave the Great Ziggurat (turn to 340)?

575
You can buy salt in bulk for any ships you have moored
in Cursus or Clifftop. Each cargo unit costs 450 silver
coins, and will be transported to your ships for free.
Your ships must have room in their cargo holds in order
for you to buy salt here.
Once you have finished your business, turn to 722.

576
“You couldn’t afford me!” laughs the ogre.
“How much?” you press.
“Eight hundred silver,” grins the ogre. “I’d charge
a thousand, but I’ll give you a discount since I’ve been
stuck in this hole for months.”
Pay the ogre 800 silver coins (cross them off your
adventure sheet, and turn to 245)?
Kill the ogre (turn to 117)?
Leave the ogre in peace (turn to 310)? One orc has been impaled from his seat to his neck, and
is still suspended in the air, dripping blood.
577 At the far end of the room you can see a pedestal, on
The city of Mordain was a coastal port on the southern which sits a black prism of some kind.
end of the Valley of Bones. Although it was rebuilt after Close the door on this room of horrors (turn to 310)?
the desolation of Abraxas, it fell prey to the infighting Have someone attempt to navigate the room
amongst the cities of the valley. About four hundred years (turn to 44)?
ago it was entirely torn down when the cities of Cursus and

– THE VALLEY OF BONES –


– Legendary K ingdoms –

579 his overseers. “The ironic thing is I fled from the town of
In the aftermath of the battle you enter the step Joria-by-Long because I couldn’t stand the beatings from
pyramid to see if any more horrors lurk within. my masters in House Bailey,” he says bitterly. “Now I am
Fortunately the pyramid is not large, and you seem to a broke tenant farmer in Clifftop and the overseers here
have cleared away all the snakemen. You help yourself are even crueller. It seems the gods have it in for me.”
to 200 silver coins worth of jewels and artefacts before “The grass is always greener on the other side,” you
returning to the scholars. say wistfully.
Now the area is safe Emlyn begins to take samples of “Not here, it isn’t,” he grumbles.
the exotic plants growing on the temple. It is impossible Turn to 19.
to take them all, so only the most likely candidates
should be picked. She asks your advice on what should 582
be taken, also getting guidance from her fellow scholars. You know this brutal place well by now. The guards
Examine plant samples (Team check) welcome you back with a stout beating and promise
Skill and DC: Lore (Special) that this time you will only be leaving the arena on a
Successes Required: 4 corpse cart. Each party member loses 2 Health points.
Note: The DC of this skill check depends on how Now turn to 223.
many scholars died on the trip through the jungle. If no
583
scholars died, the DC is 3+. If one died it is 4+, if two
died it is 5+, and if three died it is 6+. The seas are too dangerous to risk your ship, so you will
If you succeed, turn to 49. If you fail, turn to 90. have to perform this task in the jollyboat. To get the
cogwheel someone will have to dive into the rough seas
580 around Clifftop, find and then tie a rope around the
wheel. The remaining team will have to haul the heavy
You have entered the cave of a terrible naga, a spirit snake bronze cogwheel up. Decide who will perform the dive
of fearsome magical power. The ghastly creature splits and make the following skill check.
itself into six identical copies before lunging for you. Find the cogwheel (Individual check)
Skill and DC: Lore (4+)
Opponent Attack Def Health Successes Required: 2
Naga 5 (3+) 6+ 10 If you succeed turn to 129. If you fail, turn to 549.
Note: Attacks from the naga penetrate armour.
You cannot make any armour saves in this battle. 584
You can flee from the naga at the start of a combat The light circles around the tent several times in the
round by turning to 395, but the naga will make an night before eventually departing. In the morning
attack upon you before you escape. you cannot find so much as a footprint in the sand.
If you defeat the naga, turn to 773. Shivering, despite the rising heat, you pack up camp
and move on. Turn to 840.
581
If you have some registry papers turn to 70. 585
Otherwise, read on. In the cool hours of the early morning you awake,
You meet a foreigner from the county of Longport Bay, thanking Kopu and his slaves for their hospitality. “Look
now ploughing the fields as a humble farmworker. He for me in Lhasbreath,” he says. “I have a house there
has many bruises across his face from the cruel whips of when I am not out travelling. I am always looking for
exotic new languages! Seek me out if you find any!”

– THE VALLEY OF BONES –


– Legendary K ingdoms –

You promise to pay him a visit, and then depart into 588
the cool desert morning. Gain the code A19. Perhaps your long incarceration has ruined your looks,
Turn to 569. or perhaps you are just not the guards' type? Your offer
is rudely rejected, and is accompanied by a cruel beating.
586
Each member of the distraction team must lose 2 Health
Casting a rope to your stranded teammate you heave points. Turn back to 169 and choose something else.
against the ghastly magical force sucking them into
the earth. You strain every sinew as your friend is 589
pulled deeper and deeper into the sands. Suddenly the
You are walking through a dreary land, without people
unfeeling desert loses its strength, and your teammate
or landmarks. The chill penetrates your bones. Choose
bursts from the sands in a shower of grit. Coughing
a party member to lose 1 Health.
and gasping you stagger from the cave, vowing to never
North (turn to 692)?
return. Turn to 395.
West (turn to 273)?
South (turn to 886)?
587
East (turn to 537)?
The barbarians square up to you. Behind you, the knife-
wielding assassin prepares to strike. 590
The sweat is thick on your clothes and across your bodies
Opponent Attack Def Health as you slog on through the desert. However, there comes
Berserker 7 (4+) 3+ 12 a sight to reward even the most jaded nomad’s eyes.
Cursite Assassin 4 (3+) 5+ 7 A shining pool of water, almost the size of a lake, comes
1st Barbarian 4 (4+) 3+ 9 shimmering into view as you cross the dunes. A splash
2nd Barbarian 3 (4+) 3+ 8 of vegetation surrounds it, a riot of green amongst a
3rd Barbarian 4 (4+) 3+ 8 tyranny of yellow sand.
Notes: In any round where the Cursite Assassin is If you have the code A44, turn to 448.
not injured he will backstab a party member. When If not, read on.
backstabbing, the Assassin does not need to roll to hit Astonishingly there are no caravanners, nomads
but inflicts 4 points of damage. or even herds of beasts here. Only flocks of brightly
If you win, turn to 606. coloured birds flitter in and out of the bushes and trees

– THE VALLEY OF BONES –


– Legendary K ingdoms –

ringing the oasis, taking sips of water and strutting 595


before each other in curious mating dances. You are sore Slaves are expensive in Cursus, and do not remain
and smelly from your long desert travel. If you would unsold for long. The auction platforms have long stood
like to bathe in the oasis, turn to 349. Otherwise, you
in the shadow of a lesser temple and are fortified against
merely refill your waterskins and decide on your next
theft. Only strong and healthy slaves can be found
destination.
here...the god of judgement will not tolerate those who
North, to the Granite Hills (turn to 275)?
cannot work.
East, into the desert (turn to 202)?
South, to the Mordain ruins (turn to 515)? If you have less than four party members in your team
West, across the desert towards Lhasbreath you may recruit some more from the slave market, either
(turn to 752)? another named character, or a character you generate
yourself using the Advanced Rules in the back of the
591 book. You can never have a character of same name
appear twice in your party. If, for instance, Sar Jessica
The Everchild’s camp is on high alert, and her followers
Dayne has died at any time during your adventurers you
will give their lives to protect her. Chances are good
cannot have her again in the same party.
that she will be alright even without your help. Roll a
It costs 200 silver coins to buy another party member,
die. If you roll a 1, turn to 489. If you roll any other
and they start with no equipment. Remember that a
number, turn to 553.
party member without a weapon has their Fighting score
reduced by 1 point in combat.
592
When you are done, turn to 340.
You are quickly recognised as the queen’s champions
by the cruel arena master. Grovelling obsequiously, he 596
apologises for your detention, and even offers you 100
You have been beaten down, but the monks are not
silver coins by way of apology. You may also take up to
savages and do not deal a killing blow. Put Akihiro on
four crude blades (Fighting +0) from the armoury to
1 Health point. “Your dishonour has made you weak,
replace your lost weapons. Banishing the arena master
Akihiro!” barks one of the monks. “Never return to
with a cuff to his ear, you march smartly into the city.
this place.”
Turn to 75.
“I shall face you all again... and win!” you vow, but the
monks merely laugh at you and walk away. Red-faced
593
with shame you limp away from the temple. Turn to 450.
This tunnel has been well built, with flagstone flooring
and brick walls. At first you think it must have been a 597
cargo store of some kind – but it opens up into a bigger
The lift shudders and comes to a halt on the fourteenth
complex. Much bigger. Turn to 755.
floor. If you have the code A26 turn to 817.
If not, read on.
594
The ground here is muddy, with ground water leaking
After all you’ve been through, Amelia deserves a chance through parts of the tunnel to create a salty marsh.
to cut loose, and you watch idly as she walks away with Relatively few miners work here as so much of the salt
some soldiers. She doesn’t speak about what happened has been dissolved, but there are a few dry parts of the
the next morning, but she is missing a fair quantity of level that still yield crystals. Troglodyte footprints are
money. Cross 35 silver coins off your adventure sheet. everywhere. It should be a simple matter of tracking
Now turn to 280.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

the footprints back to their lair. so proud they are fit to burst.
Follow the troglodyte prints (Team check) Honnu, now dressed in the shell-blue robes of a
Skill and DC: Stealth (3+) kensai, greets you with a bow. He takes you aside behind
Successes Required: 6 a screen, where you are presented with high-collared
If you succeed turn to 296. kensai robes (Armour +3) to change into. You emerge
If you fail you get lost in the mines, the terrible to cheers, the great and the good of Chalice turning out
atmosphere slowly robbing you of strength. Choose a to applaud you. Gain the code A53.
party member to lose 1 Health point. You give up your If Sar Jessica or Brash are present, they both gain
search and decide to look elsewhere. Turn to 135. a heart in their notes boxes for Akihiro. He looks
particularly handsome in his fine kensai robes, and the
598 loving praise being heaped upon him makes him seem
You encounter a group of loggers from Lhasbreath, even more attractive. Akihiro may also add a heart in
chopping trees and skinning branches. Jungle his notes box for Sar Jessica or Brash (not both).
woods make poor building materials, but the jungle The family curse is broken, Akihiro is at last at peace.
nonetheless provides the majority of the lumber in the Raise his Charisma score by 1 point. Now turn to 450.
dry valley.
One of the loggers is clearly not a native of the city 601
but is instead a wiry fellow from Chalice. You ask how If Brash is in the chase, turn to 819. If not, turn to 60.
he fell into this work. “I’ve always been a labourer,”
he admits. “For a time I worked as a miner for the 602
God King of Chalice. We attempted to find metals You stroll down the gorgeous avenue towards the palace
in the Caves of Uranu – but that place is packed full of gates, allowing Unbraaki’s soldiers to intercept you.
terrible monsters. Take my advice; don’t venture near “What business do you have here?” grunts the guard,
the caves unless you are loaded down with weapons through a helmet made of a sand lizard’s skull.
and armour. Even amongst barbarians, it’s much safer If you have the code A89, turn to 74.
here by the jungle.” If you have the code A1, turn to 559.
You thank the logger for his advice and move on. If you have the code A7, turn to 556.
Turn to 618. If you have none of these codewords, turn to 455.

599 603
One of the stone slabs on the floor ahead of you sticks To your delight you manage to find all the relevant
out curiously. Crouching down with your lantern you pieces of the mural and reassemble them together.
can see the glimmer of a small lever under the slab, a Inscribed into the stone is a most useful spell. Any of
trigger for some kind of vile trap, no doubt. You inform your spellcasters can add this spell to their spellbooks
the rest of the party to avoid the slab, and cautiously step if they wish but remember that you cannot have more
over it towards the chest. Turn to 277. than six spells in a single spellbook at any given time.

600 Sandstorm (Combat)


As you make your way to the steps of the temple you You whip up a blast of glassy sand to shred all
can see monks lining up on both sides. Many of the your foes at once. Make an immediate attack with
God King’s kensai bow deeply as you pass, recognising a Fighting score of 3 against each opponent.
you as one of their own. You can see your family is also Recharge: 50 silver
gathered here, including your mother and sister, looking

– THE VALLEY OF BONES –


– Legendary K ingdoms –

The heat is overbearing in this desolate place, so you These rings are only given out to the most loyal servants
decide to move on. Turn to 453. of Cursus. Clearly your allegiance to the Everchild will
mean you shall be hounded by these fanatics until the
604 end of your days! Shaking your head, you quickly flee
If you have the code A74, turn to 861. If not, read on. the scene. Gain the code A90 and turn to 775.
You have entered a comfortable looking room with a
large fireplace, a table scattered with ancient art objects, 607
and a number of straw pallets. You are just getting That night, you stroll along the terrace, the sky a canopy
comfortable when the door opposite you opens and five of stars, reflected in the watery rice paddies that surround
burly looking orcs emerge. They do not hesitate to give the house. Sar Jessica is with you, and in the tradition
a great roar and leap to the attack. of Royce you hold her arm as you stroll.
“You are a fine man, Akihiro,” says Sar Jessica.
Opponent Attack Def Health “Honourable, yet not proud. Willing to forgive insult,
1st Orc 5 (4+) 4+ 8 but not bear it. And handsome too.”
2nd Orc 5 (4+) 4+ 9 You shrug. “No more than any other man,” you say.
3rd Orc 4 (4+) 4+ 11 “Much more than most,” corrects Sar Jessica. She
4th Orc 6 (5+) 3+ 10 gazes into your eyes. “My father intends me to marry Sir
5th Orc 4 (4+) 4+ 7 Anthony Ross. He is a kind man, but crude. I am not
If you win, turn to 734. You can only escape if you sure I can marry him now I know what true manhood
have a ship in Mordain harbour. If so, you can flee back is. Delicate but strong, wise but not insufferable. How
to the harbour, get aboard your ship, and sail off. Your could I settle for less, now I have seen what the true
crew will give you covering arrow fire. Turn to 851 if flower of chivalry is?”
you do this. “Your father would never approve of me, Sar Jessica,”
you say darkly. “Your people would never accept me. I
605 am foreign. You shall be a baroness…”
You descend into a mighty canyon, different coloured Suddenly her lips are pressing against yours. It seems
bands of earth clearly visible along the tall walls of the that the knight will not be denied. Her kind words and
cleft. Water pools in some places, with patches of lush your feeling of triumph combine, and you kiss her back,
vegetation clogging parts of the valley. A herd of wild unable to restrain yourself.
dragonyaks, like scaled buffalo, cluster around the oasis, “Oh! Forgive me!” you hear a familiar voice cry.
munching contentedly. A dragonyak bull, appalled at Breaking off you can see Yuko, your sister, her hand to
your intervention, stamps his clawed hoof and utters her mouth at the scandal she has witnessed. She quickly
a roar of challenge. He is clearly unwilling to yield the scampers away.
water to you. “Privacy is rarer than gold,” you muse, turning back to
Back away, out of the canyon (turn to 115)? Jessica. “Come, let us go in before gossip overtakes us.”
Hold your ground (turn to 149)? Note in Akihiro’s notes box that he has gained a heart for
Cast an Animal Speech spell, if you have it Sar Jessica Dayne. Sar Jessica Dayne also gains a heart
(turn to 248)? for Akihiro. Gain the code A98. Now turn to 450.

606 608
You quickly examine the bodies before the housecarls Did any Party Members use magic spells whilst in the
arrive on the scene. You find a little money, 20 silver arena? If so, they are taken away by the guards to a small
coins. Most damningly you find a ring of the patriarch. room where their tongues are cut out and then sealed

– THE VALLEY OF BONES –


– Legendary K ingdoms –

with branding irons. Each magic-using character loses overwhelm us.”


3 Health and cannot cast spells unless they can find a “He is a fool, with the river at his back his troops
way to regrow their tongues! have nowhere to run,” you laugh.
Now turn to 792. “We must beat him first,” cautions the Everchild.
“Assemble our formations. The battle will soon be
609 upon us.”
You wade waist-deep through the cloudy, muddy Record this reference number (610) and turn to
water. Leeches latch onto your skin and the insanitary 300 to see the rules for mass combat. King Lothor’s
conditions take their toll on your health. Each party forces are arrayed below. You may choose a maximum
member loses 2 Health points. However, by following of six units from the Saltdad barracks to commit to
the trail you have not gotten lost. Eventually the path this battle.
leads to higher, drier grounds.
Turn to 359. Left Flank
Front: Landsmen Cavalry – Strength 4, Morale 2
610 Support: Field Overseers – Strength 2, Morale 2
And so begins your march to Clifftop. Centre
The Everchild’s banners, a blazing sun on a field of Front: Cursite Fanatics – Strength 3, Morale 5
azure, flutter in the desert wind as her armies troop Support: Slave Levies – Strength 1, Morale 1
onwards. After several days you meet the opposing
army of Lothor the Ugly just beyond the river bridge. Right Flank
“Why doesn’t Lothor hold us at the bridge?” the Front: Clifftop Infantry – Strength 3, Morale 3
Everchild asks Che Long. Support: Thalsian Mercenaries – Strength 2, Morale 3
“He fears the quality of our troops,” says Che
If you win, turn to 342.
Long. “Lothor wishes to use his great numbers to
If you lose, turn to 48.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

611 armed with long spears and dragonyak hide armour


The gatehouse’s weapon store is open to you. standing in guard huts positioned along the road.
You may take any of the following items: Stop in at the Cold River Inn (turn to 284)?
Hide armour (Armour +1) Speak to the rice farmers (turn to 185)?
Shield (Armour +2) Leave Luutanesh (turn to 194)?
Maul (Fighting +1)*
Iron shortsword (Fighting +1) 615
Crude blade (Fighting +0) – you may take up to four You cast your spell and address the bear, pleading with
crude blades. it to stand down. “Do not be a puppet for these vile
You also grab a number of crude weapons for the men,” you say. “Pretend to submit to me. There is no
Everchild and her followers, before fleeing the gatehouse, need to fight.”
closing the door behind you. Turn to 317. “I will never yield to humans!” snarls the bear.
“Though you are an animal friend I shall never show
612 weakness, come what may!”
The waves tower above your flimsy vessel, blinding you The bear lunges at you, swiping you to the floor with
as your little boat is tossed and turned in the storm. his heavy paw. Lose 3 Health points. It seems you have
Long before you reach the sailor he is swept off the rock no choice but to fight with the bear.
by a palace-sized wave. Your own vessel is overturned, Turn back to 425 and take the skill check!
and you only just manage to swim back to your ship.
Your chosen party member must lose 3 Health points. 616
Saddened at this loss you order your crew to sail on. You know when to take a hint. You carefully back away.
Turn to 240. As you walk through an alleyway you hear the sounds
of shouting and drawn swords. Blood is being spilt and
613 the screams resonate through the city. It seems that even
You spy a merchant, blundering around your camp. “I’m in Chalice the savagery of the Valley of Bones can take
most dreadfully sorry for disturbing you,” he mumbles. hold. Shaking your head sadly you move on.
“I was hoping to find some old bits of wood from your Turn to 450.
campfire. The night is absolutely freezing.”
You breathe a sigh of relief and greet the old 617
merchant. You spare what tinder you can and bid him That evening you gather in the wealthy area of the city,
a good evening. Turn to 840. where taller buildings made of stone and wood stand in
the shadow of the palace. Although the Bronzeguard
614 do patrol this part of the city, most of the wealthier
You have come to the small town of Luutanesh, locals employ private guards to protect their valuables.
positioned on the crossroads that lie between three great Brekken’s thieves have already dealt with the guard dogs
cities of the valley. The Cold River runs near on one side that patrol the grounds around Chellar’s house with
of the town, flooding the nearby rice plains which are poisoned meat. Now the way to the house is clearer.
tended by hundreds of workers in wide sunhats. Gain the code A10.
The town itself is poorer than it should be, with “The front door is guarded with magical wards,”
tax agents from Chalice, Saltdad and Cursus routinely says Brekken. “Only Chellar or his steward can open
stripping it of wealth. Security is strong here, with locals it, unless you think you might be able to disenchant it?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Otherwise there are the upper floor windows. I’ll lead another. If you gain access to The Vault in any other
my team to scale the walls. You can join us, or handle book, or through the magic cabinet spell, you can access
the door... or maybe do both? It’s up to you.” all the items you have placed in the Vault whilst in the
Decide how many of your party will deal with the Valley of Bones.
magical door, and how many will help scaling the walls. If you wish to help the Everchild in her campaign to
You can assign everyone to one task or split your team reunite the Valley of Bones you should attend her war
between both tasks. council.
Once you have decided, turn to 322 if you have Attend the Everchild’s war council (turn to 189)?
assigned anyone to the front door, or 728 if your whole Check on the garrison (turn to 508)?
party have decided to scale the walls. Explore the palace ruins (turn to 543)?
Leave the palace (turn to 75)?
618
621
You are leaving the Lhasbreath jungle, happy to be rid
of the biting insects and draining humidity in that place. You re-enter the study, eager to see what new spells
Where will you venture now? Unbraaki has discovered. You almost jolt in surprise as
North, to the Palace of Unbraaki (turn to 890)? you see the arch-sorcerer there, waiting for you, a gang
East, to the city of Lhasbreath (turn to 775)? of robed monkeys surrounding him. “Thought I was in
the library?” smiles the sorcerer. “Fool me once, shame
619 on you. But you’ll never fool me twice. Kill them.”
Turn to 564.
The monstrous thing seems almost indestructible and
sweat breaks out on your forehead. Suddenly there is
622
a sharp slink! The statue’s right foot has been sliced
from its leg. The creature totters unsteadily and comes The owner, a local magistrate, is delighted with your
crashing to the ground, shattering into pieces. Standing kindness. He promises to put in a good word with the
behind the destruction is a young Drakehallow woman, authorities whilst you are in Chalice. From now on, any
a green longsword clutched in her hand. She looks upon time you have to make a Charisma skill check in the city
you with a quizzical eyebrow. of Chalice, you may pass it automatically.
“Thank you,” you say, bowing. “Your assistance is Turn to 450.
most appreciated.”
“I’m sure it is,” she says slyly. 623
Turn to 415. The door behind you is almost in splinters as the
Bronzeguard garrison attempts to break into the tower.
620 Kicking open a nearby window you leap into the street
The Everchild greets you warmly, and bids you stay in beyond, panting with exhaustion. Alas, the Bronzeguard
the palace as long as you wish. Recover all lost Health will never eat the stew now they know it is poisoned.
points. In addition, the Everchild will sponsor your But at least you escaped with your lives! Turn to 75.
spellcasters, allowing you to recharge your spells at half
the usual cost. 624
Whilst you are in the palace you have access to The You lower yourself into the pit and check over the body,
Vault. You can store any number of items or amounts but do not uncover any additional treasure.
of money here for safe keeping. The Vault is magical Climb up the far side of the pit (turn to 303)?
and can transport things stored here from one place to Climb back up the way you came (turn to 761)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

625 627
You are on the eastern bank of the Cold River, a You’ve seen the priest’s longing gazes at your body.
few dozen miles from the religious city of Cursus. Now all you have to do is turn that lust into love and
The heat is oppressive, but thanks to the ample water you’ll have him eating out of the palm of your hand.
supply and obvious directional clues from the river, you Soon you are engaged in many deep and meaningful
can navigate this stretch of desert quite easily. River chats in the dead of night, listening to the priest’s
barges make their way lazily up and down the river, but worries, massaging his troubles away, whilst lamenting
they do so on the far side of the bank. The notorious your own enslavement when you feel his pity upon you.
Caves of Uranu lie to the north, and no trader will risk One morning the priest sends you away. He is on
their stocks in that foul wasteland. the verge of breaking his vows and can no longer bear
Go north, to the Caves of Uranu (turn to 346)? to have such a beautiful creature working for him. You
Go south, to the city of Cursus (turn to 340)? tell him that you will not leave without your friends,
so he reluctantly frees them too.
626 As a parting gift he presents you with 120 silver
The next morning the surviving landlords and masters coins and a handsome brooch (Charisma +1) so you
of Clifftop fill the King’s Hall to kneel before the can always think of him in the future. Giving him a
Everchild. Resplendent in her yellow and blue silks chaste but meaningful kiss goodbye, you quickly flee
and glittering silver crown, she immediately repeals into the city centre before he can change his mind.
the rights of the taskmasters to execute or mutilate Turn to 340.
their workers. Upstanding members of the revolution
are awarded sweeping areas of land, the cruellest 628
taskmasters are efficiently executed, and the Everchild The sister plainly informs you that the God King is not
goes amongst the workers to heal the lame and sick available to be seen. The stern glare she fixes you with
with her magic. Many fall in love with the queen that suggests that it would not be easy to change her mind.
day, and soon her name is being chanted across the city. If you have the code A20, turn to 641.
Any units that didn’t rout can restore their Morale If you have a beautiful letter, turn to 290.
back to their starting value. If you have the code A7 and you do not have
The Everchild awards rulership of the city to Ayleta the code A28, turn to 176.
the Traveller, a mysterious mystic who has done good If not, it is clear that you will be unable to pay a visit
work in administrating the changes in Saltdad. You and and are escorted off the premises by armed kensai.
your party are publicly honoured and presented with Turn to 450.
1000 silver coins in compensation for your labours.
Capturing this city has been a grand step forward for 629
the Everchild’s goals. Choose two party members and “I am not yet at my full potency,” admits the Everchild,
raise their maximum, unwounded Health scores by running her hand through her filthy locks. “In my
1 point. The Everchild offers to escort you back to eagerness to see the Iron King dethroned I sided
Saltdad, if you wish, or you can remain in the captured with a certain group of revolutionaries. Sadly, we
city of Clifftop. were ambushed by the king’s men, and there was no
Return to Saltdad (turn to 75)? opportunity for me to use my magic to turn the tide
Stay in Clifftop (turn to 19)? of the battle. I opted to keep my identity secret until
a more appropriate juncture.”

– THE VALLEY OF BONES –


– Legendary K ingdoms –

“But are you indeed the Everchild reborn, as the with hundreds of soldiers, some on horseback. Escape
legends say?” you insist. is impossible. You are seized by Unbraaki’s guards.
“I believe so,” she nods. “I was born to common folk, Turn to 55.
and yet my mind is filled with memories, manners and
skills from a past life. Even if I am not, I am determined 633
to replace the Iron King’s tyranny with even-handed You approach the palace, the mighty structure almost
justice. I am willing to take on the mantle of the half in ruins after a thousand years of wear.
Everchild, so why not take her name as well?” If you have the code A1, turn to 620.
“Why do you not escape using your magic?” you ask. If you have the code A4 or A8, turn to 868.
“It is not yet mighty enough for me to effect an Two strong Bronzeguard, the glittering armoured
escape... on my own,” she explains. “Besides, a queen soldiers of the Iron King, cross spears as you attempt to
needs followers, and mine are imprisoned here. We will gain entrance to the palace. “What business have you
leave together, or not at all.” here?” they ask suspiciously. “This place is not open to
“A noble sentiment,” you admit. “But how exactly foreign slime such as you.”
do you plan to escape?” You can quickly apologize and back away if you wish
Turn to 743. (turn to 75) or try to convince the guards to let you see
the Iron King.
630 Convince the Bronzeguard (Team check)
You prise out the supports of the barricade and soon the Skill and DC: Charisma (4+)
whole thing comes crumbling down. You sweep the Successes Required: 5
rubble onto one side of the tunnel to allow easy access. If you are successful, turn to 333. If not, turn to 475.
Gain the code A72.
Past the ruins of the barricade the tunnel continues 634
east for a while before ending at a wooden door. You are in a long corridor that runs west to east, with a
Go east, through the door (turn to 821)? passage that branches off to the south somewhat in the
Go west, back down the stairs (turn to 23)? middle. To the west the corridor ends in a set of stairs
that lead downwards. To the east the corridor abruptly
631 turns north. To the south lie the crossroads.
The slavers have sold you to the dreaded Saltdad Arena, Go west, down the stairs (turn to 439)?
a grim place where the poor and criminals alike fight Go east, and then north around the bend of
to the death for the savage entertainment of the crowd. the corridor (turn to 749)?
If you have the code A1, turn to 592. Go south, to the crossroads (turn to 310)?
If you have the code C17, turn to 582.
If not, read on. 635
If this is the first time you have been sold to You manage to slay the bulky creature, its thick
Saltdad Arena, turn to 271. blood leaking into the stones. Yu Yan nods to you.
If you have fought in the arena before, turn to 582. “Impressive swordsmanship,” she says. “I’m pleased
I made this partnership. Speaking of which, I have
632 some treasure to gather.”
You are spotted as you dash across the grounds. You watch idly as she begins to pile the silver coins
The alarm is called and soon the grounds are heaving and jewellery into her sack. Curious, you look inside,

– THE VALLEY OF BONES –


– Legendary K ingdoms –

only to see the silver idol you have been searching for hit, rather than a 4+.
peeking out of her sack. The devious looter has already 3rd turn: The sorcerer casts a Sandstorm spell. Make
found the object of your quest! a 3 dice attack on each party member.
“Yu Yan! That silver idol is mine, by the terms of 4th turn onwards: The sorcerer will make a standard
our agreement!” you protest. “Hand it over, now!” attack.
“I found it before we made that agreement, it’s If you win, turn to 278.
mine!” she insists.
“Don’t let this come to blows, Yu Yan,” you threaten. 637
“The idol! Now!” If you have the code A97, turn to 653. If not, read on.
Yu Yan looks crestfallen. She nods slowly, reaching You gain the sense of something obscured in the
into her bag. Suddenly a shower of silver coins are stonework. Casting your spell, a section of the wall
hurled into your face, sending you staggering back. dissolves into darkness. Shining your lanterns within
Yu Yan giggles, and dashes up the stairs. Snarling, reveals a circular room filled with sturdy shelves and
you go in pursuit. boxes. Your heart hammers in excitement. This is a
Chase Yu Yan (Individual check) treasury room, probably one of the smaller treasuries
Skill and DC: Survival (4+) built during the reign of the first Everchild.
Successes Required: 3 Sadly, much of the money has already been taken,
If you succeed, turn to 899. If you fail, turn to 433. and many boxes are empty. Perhaps there was some
sort of disaster in the waning years of the Everchild’s
636 reign? There is still some money to be found, however,
In the depths of a freezing desert night your ears pick including 600 silver coins and a bar of gold bullion.
up the sound of crunching on the desert sands. Stirring Gain the code A97. Stuffing your bags with coins, you
your colleagues awake you scan the desert with your depart.
torch. Three warriors, stripped to the waist, bearing Turn to 620.
the ritual scars of Cursus, stand before you, their swords
drawn. Behind them stands a tall priest of Cursus, the 638
stench of sorcery about him. “Heretics!” he hisses. “Your The sister escorts you into a fabulous hall lined with
damned queen will never rule the hearts of the virtuous. kensai warriors, the elite guards of the God King. The
Death to the Everchild and her apostate followers!” ruler himself comes gliding into the hall, dressed in
A battle is inevitable. long silks, a middle-aged man with a perfectly neutral
expression. He sits upon a pile of cushions, and bids
Opponent Attack Def Health you to do the same.
1st Zealot 4 (4+) 4+ 6 “You would speak with me?” he asks plainly, his
2nd Zealot 5 (4+) 4+ 5 black eyes inscrutable.
3rd Zealot 5 (4+) 4+ 5 You tell him about your mission from the Everchild
Sorcerer 3 (5+) 4+ 11 and ask if he would be willing to provide soldiers for
Note: The Sorcerer, instead of attacking, will cast the her cause. He listens patiently to your request and does
following spells each turn, as long as he is still alive: not interrupt until you have made your case.
1st turn: The sorcerer casts an Ice Bolt spell. He “I remember the Everchild, of course,” he says,
makes an 8 dice attack. his eyes taking on a distant look. “She was a fellow
2nd turn: The sorcerer casts a Dazing Lights spell. immortal, but always the best of us. Once, six immortal
On your next turn, each party member requires a 5+ to kings sat upon the thrones of the Valley of Lilies, as

– THE VALLEY OF BONES –


– Legendary K ingdoms –

it was called then. She ruled us with wisdom and was headed to the city of Clifftop, to study the dialect
patience. When Abraxas, the demon lord, rose from his of the sea traders. I’m not sure when he will be back.”
pit she led an army of warriors and immortals against You thank the slave for her time and go back to the city
him. I was the only king to deny her call, as I foresaw centre. Turn to 775.
combat against the beast of death was impossible. I was
sanctioned, but when the dust settled it was she and her 641
fellow kings who were dead, and her threat to end my “The God King has already pledged his forces and
rule came to nothing. Abraxas destroyed the valley, obedience to your mistress,” says the sister, annoyed.
turning it into a nigh-lifeless desert. I have missed her, “There is nothing more he can provide for you. Please
despite the harsh words of our final parting.” leave him to his meditations.”
The God King turns to you, at last back in the The firmness of the sister’s voice brooks no argument.
present. “Of course, that is assuming that the girl you You leave. Turn to 450.
represent really is the Everchild. Her return has been
long predicted, but not by me. I will require proof 642
before I risk the wrath of the patriarch of Cursus and
You think twice before entering the hall of Lothor the
side with her.”
Ugly. Last time you only narrowly escaped with your
“Perhaps we can arrange a meeting?” you suggest.
lives. You cannot bring yourself to enter, and return to
“Unnecessary,” says the God King. “All I require
the city centre. Turn to 19.
of her is her writing. Her calligraphy. You can tell
from a person’s hand whether they are honest or not.
643
Tell her to write me a letter formally requesting my aid.
If I find it well, she shall have all the aid I can give her.” You have been asked by the harbourmaster of Clifftop
The God King snaps his fingers, and kensai warriors to retrieve the cargo crane's missing cogwheel from the
immediately move to escort you out. It appears your seabed. Would you like to attend to this now (turn to
audience is at an end. 583), or is it too risky (turn to 82)?
Gain the code A28 and turn to 450.
644
639 The golden candlestick looks valuable, but ordinary.
Attempting to assassinate an archwizard is a task only You can add it to your equipment.
the mightiest heroes could perform. The Everchild’s Examine the bookcase, if you haven’t already
agents have only a slim hope of completing it. Roll a (turn to 230)?
die. On a 6 they are successful, killing Descantos as he Head upstairs to help the climbing team
sleeps – gain the code A95. On any other number, the (turn to 92)?
assassins are caught and killed. Turn to 96.
645
640 You gaze out of the missing wall onto a terrific seascape.
If you have the code A19, turn to 539. This dungeon room peeks out of the cliffside, with the
Otherwise read on. ancient, ruined docks some fifty feet below. If you have
You approach the stone tower of Kopu and knock a ship docked in Mordain harbour, you can see it here.
upon the heavy timber door. Sometime later an It might be possible to climb down the cliff face and
apologetic slave opens the door, explaining that her reach the harbour, though it is far from a risk-free climb.
master is currently travelling and is not in. “I believe he Climb down the cliffs to the harbour (turn to 188)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Examine the body on the rack (turn to 274)? Note: If at the end of any round you fail to inflict even
Leave the room and return to the crossroads a single point of damage on the Assassin, turn to 254.
(turn to 566)? If you win, turn to 95.

646 649
You grip onto your teammate’s hand, heaving with It won’t be easy to talk these brutes down. If your
all your might. But it is as if a demon was pulling selected character is Brash, turn to 697. Otherwise
at their legs. With a cry they are pulled from your you warn about the impending arrival of the guards.
grasp and sucked into the earth, never to be seen again. You must use the Charisma skill of the character you
You stagger from the cave in horror, fearing the same have chosen.
fate might befall the rest of you. Your chosen party Talk down Tommul (Individual check)
member is dead – cross off all their equipment from Skill and DC: Charisma (5+)
your adventure sheet. Turn to 395. Successes Required: 2
If you succeed, turn to 815. If you fail, turn to 291.
647
Voices echo down the tunnel as you emerge onto the 650
balcony of a large chamber. You wave the Everchild The goblin kitchen slaves are dead. You make a
and her supporters down as you creep forwards to take search through the room, but there is nothing here of
a look. Peering over the balcony railing you see a dozen appreciable value. Shrugging, you make your way on.
rough looking characters, armed with daggers, clubs and Gain the code A61.
other simple weapons. Around them are various chests Leave the kitchen through the north door
and crates, with the names of several different company (turn to 366)?
brands upon them. It is clear that you have stumbled Leave the kitchen through the south door
upon a thieves’ hideout, their swarthy faces lit by the (turn to 736)?
large central fire in the chamber.
Call out and approach them peacefully (turn to 187)? 651
Launch a surprise attack on the rogues (turn to 889)? With the ghouls defeated you begin a grizzly search
through the remains in the burial chamber. You find
648 125 silver coins and a strangely intact pair of soft boots
You stick to the Everchild like glue all evening. With so (Stealth +1). Gain the code A48.
much at stake the Everchild cannot sleep, and spends You find a bronze tablet, set into the wall, upon
the entire night in preparation, touring the troops, and which a powerful spell has been inscribed.
discussing plans. The assassination attempt is so subtle
you might have missed it. During a practical discussion Wisdom (Adventure)
concerning which avenues to secure first in the attack on Your mind awakens with ancient knowledge.
Cursus city, a servant approaches with a flask of wine. Cast this spell when you have failed a Lore check.
He is indecently close before you realise that you don’t You gain 3 automatic successes for this check only.
recognise his face. Acting on your gut instinct you shove Recharge: 75 silver
the fellow away. He immediately draws a knife and tries
to make for the queen. With nowhere else to go, you return to the crossroads.
Turn to 46.
Opponent Attack Def Health
Assassin 4 (4+) 4+ 7

– THE VALLEY OF BONES –


– Legendary K ingdoms –

652 book. You can never have a character of same name


It costs 50 silver coins to repair one Health point on any appear twice in your party. If, for instance, Sar Jessica
ship you have docked in Cursus harbour. You can repair Dayne has died at any time during your adventurers you
a ship up to its maximum starting Health. When you cannot have her again in the same party.
have finished here, turn to 703. It costs 200 silver coins to buy another party member,
and they start with no equipment. Remember that a
653 party member without a weapon has their Fighting score
reduced by 1 point in combat.
You have returned to the old treasury room. It is filled
When you are done here, turn to 775.
with empty boxes. If you missed something the first
time you looted it, the Everchild’s agents would have
657
taken the rest by now! Turn to 620.
You are in a blazing equatorial desert, walking along the
654 cliffside that looks across the Azure Deep to the south.
You are midway, you think, between the city of Cursus
If you have the code A56, turn to 561. If not, read on.
and the crumbling ruins of Mordain. The heat is truly
You peer through the door, to be presented with the
dreadful, and despite the cooling winds blowing across
sight of two foul looking orcs playing at cards together in
the sea, there is not a drop to drink except what you have
a small room. A pile of silver pieces are scattered across
brought with you.
the table, no doubt for the wagers in the game. They are
Survive the Desert (Team check)
quite taken with their game, but it would still be rather
Skill and DC: Survival (4+)
difficult to sneak up on them in such a tiny room.
Successes Required: 4
Attack the orcs (turn to 2)?
On a success you manage to bear the heat. On a
Try to sneak up on one of them (turn to 383)?
failure each party member must lose 1 Health from the
Leave them to their game and move on (turn to 350)?
dreadful effects of the sun.
Roll a die. On a 1 or 2, turn to 28. On a 3 or more
655
you are not harassed during your journey.
You slit the wizard’s throat. He silently drops to the Where will you go now?
ground, obligingly dead. Gain the code A95. Not wanting North, towards the Temple of the Unbroken
to delay and end up captured, you slip away, back to the (turn to 535)?
command tent. Turn to 96. East, towards the city of Cursus (turn to 340)?
West, towards the Mordain ruins (turn to 515)?
656
The slave market of Lhasbreath contains many varied 658
peoples from across the valley, seized in raids by the “Whipping is so dull!” moans Lothor. “Except when
barbarian warriors that rule the town. Most will be done en masse!”
here only temporarily; the best slaves are sold on to the At a nod from the king you are grasped by the guards
richer cities of the valley for farm work, or to perish in and stripped. Soon King Lothor and his favourite lords
the terrible arena in Saltdad. are striping your backs with the whip, to the jeers of his
If you have less than four party members in your team court. Each party member must lose 3 points of Health.
you may recruit some more from the slave market, either Eventually evening comes and Lothor tires of his sport.
another named character, or a character you generate You are cast out of his court naked, to peals of laughter
yourself using the Advanced Rules in the back of the from his servants. Any characters wearing armour must

– THE VALLEY OF BONES –


– Legendary K ingdoms –

discard it, but the rest of your equipment is thrown after attention, drawing the poles they were hung upon to
you. Vowing revenge you slink away to the marketplace use as quarterstaffs. You are surrounded and must fight.
to buy some new clothes.
Gain the code A34 and turn to 759. Opponent Attack Def Health
Zombie 7 (4+) 2+ 20
659 Skeletons 6 (5+) 4+ 12
If you have the code A91, turn to 621. If not, read on. If you win, turn to 341.
You quietly prowl the corridors until you come to the
open door of Unbraaki’s study. Except for the occasional 661
monkey, proudly strutting down the corridor in a tall Almost casually you empty in the vial of poison (cross it
hat, there is no one about. You peek inside the room. off your sheet) as if it were nothing more than another
It is a treasure house of knowledge and spells, quills herb or spice, before drifting away into the shadows.
and ink. You may take some calligraphy ink if you The cooks are blissfully unaware of your modifications,
wish. Additionally, you find books that contain all of the and soon begin to dish out the stew into hundreds of
common spells of the world. You can add any spell from wooden bowls. There is nothing more you can do here,
the Spell List for Starting Characters to your spellbooks so you quietly slip away into the city.
– but remember, you cannot know more than six spells at The next morning the Bronzeguard compound is
a time. Additionally, you find a very special spell indeed: closed, and only regular guards appear to be patrolling
the streets. The lack of enormous, armoured warriors
Clinging Dread (Mass Combat) is immediately obvious, and rumours and petty crime
Doubt and uncertainty fill the hearts of begin to sweep the city. There can be no doubt that the
the enemy soldiers. Reduce the Morale Bronzeguard, if not completely destroyed, have been
score of an enemy unit by 1 point. dealt a dreadful blow.
Recharge: 50 silver Choose a party member and roll two dice. If the
result is higher than their Stealth score, raise that score
You can only cast this spell during Mass Combat by 1 point.
(when entire armies clash). It has no effect on personal Gain the code A8 and turn to 75.
combat.
Pleased with your findings you decide to quickly 662
move on. Gain the code A91. You are in the magnificent ruins of Mordain harbour.
To the library (turn to 459)? Four hundred years of tidal forces have not yet eroded
To the basement (turn to 67)? its stone dockyard, with the stone faces of Mordainian
Or quietly leave the palace (turn to 265)? kings, carved from the cliff face, peering out to sea.
Although the grand stairway to the top of the cliff
660 has long since collapsed, a great tunnel, carved to
Since the lid is so heavy, two of your party members resemble the mouth of some gluttonous god, leads
attempt to shift it. Almost as soon as you touch it into the cliffside.
the coffin lid slides aside. Inside, its skin rotten with If you have the code A68, turn to 13. If not, read on.
putrefaction, is a zombie, so worm-eaten it is impossible Bobbing shabbily in dock is large wooden ship, built
to tell its gender. It hisses as it rises, a hideous grey of crudely hammered planks with sails made of animal
tongue extending grotesquely from its mouth. All skins. The decorations and savage glyphs on the side can
around you the inanimate skeletons suddenly snap to mean only one thing. This is an orcish vessel. What

– THE VALLEY OF BONES –


– Legendary K ingdoms –

has possessed those vile creatures to travel all the way A chatty merchant advises you to avoid the Salt
to the Valley of Bones? The ship is abandoned but will Plains, even if you are travelling on foot. “It is the
require a crew. If you have a ship docked in Mordain driest place in the valley and can suck the moisture
harbour you may transfer your crew to the orc hulk. It from your gums quicker than the noonday sun,” she
has a large cargo bay, but little else to recommend its use says. “It’s not even a shortcut... the Westroad is a faster
as a sailing ship. If you have the code A69, turn to 738. way to Clifftop. All you’ll find in the Salt Plains are
Transfer your crew to the orc hulk the bodies of the dead.”
(only if you have a ship here, turn to 894)? When you are ready to leave, turn to 450.
Board your ship
(only if you have a ship here, turn to 851)? 666
Enter the wide tunnel (turn to 593)? A pair of Lhasbreath barbarians come riding over the
sands on dusty white horses. If you have the code A16,
663 turn to 130. If not, you are immediately accosted. You
You chat with your old partner in crime about your can hand over half your silver coins to appease them
many adventures. If you have the code A11, turn to 820. (cross them off your adventure sheet) and turn to 219 if
Otherwise, after spending a splendid evening together, you do this. Otherwise the barbarians will try to take
you retire back to the city. Turn to 75. your coins the old-fashioned way; through brute force!

664 Opponent Attack Def Health


You call out to the orc in the friendliest voice you can 1st Barbarian 4 (4+) 3+ 9
summon. The orc does not so much as blink, utterly 2nd Barbarian 3 (4+) 3+ 8
transfixed by the book. If you win, you may loot 20 silver coins from them,
Throw a book at the orc (turn to 805)? and then turn to 219.
Sneak up on the orc (turn to 682)?
Close the door and go somewhere else (turn to 821)? 667
There is no point is risking everyone on this dangerous
665 escapade. Choose a party member to attempt the rescue,
The foreign quarter is the place for merchants and and then have them make the skill check below.
travellers who do not follow the meditative teachings Rescue the Sailor (Individual check)
of the God King. It is noisier than the rest of Chalice, Skill and DC: Survival (5+)
and the inn itself buzzes with activity from the traders Successes Required: 2
and slaves who are tasked with shipping rice to the If you succeed, turn to 848. If you fail, turn to 612.
other starving cities of the valley. The inn you have
found is typical of one in the foreign quarter, slightly 668
shabby, with a mix of all races from dour Clifftop folk If you have the code A15, turn to 852. If not, read on.
to the bone-clad barbarians of Lhasbreath. As you are wandering the town, you hear screams
For every 5 silver coins you spend, each party from a nearby building. Running to investigate, you can
member can recover 1 Health point. Spellcasters see a band of the Iron King’s thugs, not Bronzeguard,
can also spend silver here to recharge their spells, but regular soldiery, dragging a family from their home.
purchasing components in the nearby marketplace and The malicious sergeant informs the elderly father that
going into meditation in the privacy of their rooms. his failure to pay his taxes means the entire family is to

– THE VALLEY OF BONES –


– Legendary K ingdoms –

be sold into slavery. They struggle in their bonds and 670


are beaten and kicked for their impertinence. You can only watch in horror as the Iron King’s forces
Gain the code A15. break the power of the Everchild’s armies. You plead
Walk away; the laws of this city are not for you with the queen to retreat with you, but she refuses to yield
to interpret (turn to 75)? even in the face of defeat. You stagger away, bloodied
Offer to pay the sergeant to release the family from the field. Roll a die and reduce the Health of each
(turn to 808)? of your party members by that many points.
Damn the Iron King! Attack the soldiers! You f lee, turning from a distance to see the
(turn to 554). Everchild’s command tent ransacked and burnt.
What became of the Everchild herself you cannot say,
but she is never seen in the Valley of Bones again.
You stagger away into the sands, dreams of freedom
evaporating from your mind like water in the desert.
The rest of the army likewise scatters to the four winds.
Cross off all units in the Luutanesh barracks, including
any that were not involved in the battle. Your men think
you are dead, and your soldiers have dispersed.
Delete the codes A6 and A7 and record the code A4 on
your adventure sheet.
Turn to 858.

671
The monkeys mob you, their hands reaching into your
pockets and packs, attempting to pull away items from
you. Each character must lose one item of equipment
(not armour – the monkeys aren’t that good at stealing
things!). In addition, you lose up to 170 silver coins.
If you do not have that much, just cross off all the silver
coins you have.
669 They eventually depart with their ill-gotten gains.
Cursing the thieving monkeys, you make your way
With the orcs dead you move to loot the room and
onwards. Turn to 740.
examine their wargear. The leader has a mighty iron
greataxe (Fighting +2)* and is wearing a fine suit of
672
bone armour (Armour +2). Three iron shortswords
(Fighting +1) can be looted from the common warriors. These people are going to get themselves killed if they
Searching the room you find an iron key and a warm oppose the fanatical kensai. You beg the mourners to
cloak (Survival +1). Oddly, there are only 10 silver let the matter drop before there is violence.
coins, not much for such a mighty leader. Persuade the crowd (Team check)
Gain the code A64. Where will you go now? Skill and DC: Charisma (4+)
Go through the west door (turn to 736)? Successes Required: 6
Go through the south door (turn to 566)? If you succeed, turn to 512. If you fail, turn to 843.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

673 West (turn to 692)?


As soon as you touch the handle of the front door a South (turn to 324)?
great bolt of energy engulfs you. All members of the East (turn to 273)?
door-opening team must lose 3 Health points and 1
point of Charisma – the lightning bolt has scarred your 677
faces. Staggering back from the door you retire, hoping You are quick and strong, and the bear cannot get a
that the wall-climbing team may have better luck. grasp on you. You even manage to pinion its head for a
Turn to 728. few moments before it shakes you away. The barbarians
above you roar with delight as you demonstrate your
674 mastery over the beast. Eventually the bear tires of
You rise early the next morning to the sounds of fighting you. It grumbles loudly and lollops into a corner
cawing birds. You make good progress during the day away from you, rolling onto its back. The barbarians
and arrive at the checkpoint by early evening. The cheer and throw you down a rope to climb up.
checkpoint is little more than a collection of empty The king slaps you on the back and congratulates
huts built by the previous expedition, but it keeps the your skill. “You’ve fought hard to get my attention,” he
rain off your heads and the worst of the insects away. smiles, several teeth missing from his wide grin. “What
The way onwards is treacherous, so you leave the mules brings you to my city, foreigner?” Gain the code A82.
tethered here until your return. If you have the code A1 or A7, you can speak to the
“In the morning we’ll head south,” says Emlyn, poring king about political matters (turn to 826)?
over her map. “We built a raft in the last expedition to Or ask for a reward for your feat of strength
do just that, but my father came down with jungle fever (turn to 844)?
before we could use it. It should still be moored by the
riverbank. Alternatively, we could hack our way through 678
the jungle, but there are no trails and the going will be You wade into the still, cold water, holding your torch
hard. What do you suggest?” aloft as you make your way down the slippery passageway.
Take the raft (turn to 105)? Eventually the water level gets too high. To proceed, you
Go through the jungle (turn to 501)? will have to dive into the water and swim down – but
who knows where the pitch-black tunnel will lead? If
675 you wish to swim, make the following skill check.
Honnu nods as you hand over the silver idol (cross it Swim down the tunnel (Individual check)
off your adventure sheet). He looks at it briefly, and Skill and DC: Survival (4+)
then tosses it to a nearby beggar in meditation. The Successes Required: 2
astonished old beggar thanks the monk and dashes off If you succeed, turn to 503. If you fail, turn to 825.
to the marketplace to turn his donation into coins. If you don’t want to risk it, you can wade back to the
“Well, that’s the tedious part of your tests complete,” Everchild and take the other tunnel (turn to 523).
shrugs Honnu. The whole matter has been rather an
anti-climax, but you seem to have passed. Turn to 530. 679
You watch with mounting concern as dozens of small
676 boats round the corner of Viaan Island and make
You stroll through a featureless terrain of grey. their way directly towards you. They are war canoes,
The colour continues to fade from your companions. filled with tribal Bando warriors. Your crew man the
Choose a party member to lose 1 Health. ballistas (catapults are useless here against these small
North (turn to 589)? boats) and prepare to repel boarders. Make a note of

– THE VALLEY OF BONES –


– Legendary K ingdoms –

this reference number and then turn to 200 for the “It sounds like a breeding ground for troglodytes.”
rules on Naval Combat. The overseer grimaces. “Dragon trouble,” he says.
Which level of the mines will you explore?
War Canoes – Fighting 3 Health 10 The twelfth level (turn to 739)?
The thirteenth level (turn to 388)?
Note: Because you cannot use all your ship’s weapons The fourteenth level (turn to 597)?
you must lower the Fighting value of your ship by 1 The lowest level (turn to 222)?
point for this battle.
If you win, turn to 774. If you fail, turn to 52. 682
You carefully sneak up on the orc, being as quiet as
680 possible. You need not have tried so hard, the orc is
The library of Chalice has a grand marble f loor, entirely engrossed in his reading. You stand directly in
decorated in unusual arcane patterns. Around the front of him, and even prod him to get his attention.
walls, so high they are accessible only by ladders, are He does not move a muscle.
numerous scrolls and even a few books. Whilst this Kill the orc whilst he is reading (turn to 38)?
library cannot compete with the shelves in Animus Snatch the black book from the orc’s hands
Mast, it is still an impressive store of knowledge. (turn to 160)?
If you have any spellcasters in your party, they notice Close the door and go somewhere else (turn to 821)?
that the marble floor is a gigantic teleportation circle. If
you had the means you could use this circle to transport 683
your entire party to a different land. If you have the You attempt to clear your mind of all distractions and
Teleportation Circle spell and wish to use it, turn to 235. exist in a state of blessed emptiness. You remember
If not, read on. your temple teachings when you were but a boy.
There are many subjects you could research here. “The treasures of the mind outweigh any fortune of
The Mordain ruins (turn to 577)? silver,” you murmur.
The Reign of the Everchild (turn to 452)? You have relaxed completely. You can restore
Animus Mast (turn to 705)? 1 Health point if you have taken any damage. Your
Longport Bay (turn to 81)? meditations have cleared your mind, but not given you
Politics of the Splintered Isles (turn to 794)? specific inspiration as to where to go. Deciding to leave
Saint Elias (turn to 262)? the matter to fate, you stroll towards the hill in front of
Or leave the library (turn to 450)? you and enter the first cave you come across. Turn to 24.

681 684
You have entered the salt mines, a place of Stygian hell The Everchild asked you to poison the Bronzeguard in
where slaves work tirelessly under the lash to extract their compound. If you would like to do this now, turn to
glittering salt rock from the chamber walls. The air 847. Otherwise, you'd better be on your way (turn to 75).
itself is dry and salty, and seems to rob your mouth of
moisture with each breath. Your way is lit miserly by a
685
lamp you have borrowed from the overseer.
“The troglodyte infestation is on the twelfth, You have returned to the room with the magic circle.
thirteenth and fourteenth levels,” he advises. “Avoid It will require quicksilver in order to operate.
the lowest level, it’s uninhabitable.” Pour some quicksilver into the circle
“Why shouldn’t I search the lowest level?” you ask. (only if you have some, turn to 26)?
Return to the crossroads (turn to 566)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

686 around the hills causes a small landslide. Each Party


If you have the code A47, turn to 373. Otherwise, read on. Member must lose 2 Health. Turn to 426.
The tunnel opens into a humble tomb, with a single
stone sarcophagus in it. Above the sarcophagus is a silver 689
skull, human sized, mounted on a pedestal. You cannot There are innumerable cracks in the earth, small gullies
help but notice that the sarcophagus is open. You have an in a broken land baked hard by the relentless sun. You
uneasy sense about the place, and your survival instincts wander a number of places, unsure of what you are
are telling you to go back the way you came. looking for. If you have the Shadow Door spell and wish
Enter the chamber (turn to 778)? to cast it, turn to 720. Otherwise you wander the area
Go back to the crossroads (turn to 46)? for days but discover nothing of interest. Turn to 115.

687 690
The sigils fade as you complete your counterspell... but A ballista shot holes the pinnace below the waterline,
you have been tricked. The wards around the tent are and with a sudden jerk it begins its descent to the bottom
still active, and a magical flash blinds you. You stagger of the sea. The pirate crew jump overboard, pleading
back, light continuing to pour from the tent like a for rescue. If you have space in your cargo hold you
beacon. Soon the army of Cursus has captured the may take the pirates as one unit of Slaves, if you wish.
assassination team. What happens to them now is up Alternatively, you can let the knaves sink to the bottom
to you. If you capture the city of Cursus you can free of the ocean. Once you have decided it is time to sail
them from prison. If your army is defeated, the party on, either north (turn to 82), east (turn to 814), or west
members will be executed. Either way, the captured towards the Savage Lands (turn to The Savage Lands 75).
party members can take no further part in the battle
until rescued. Turn to 96. 691
Emerging from the swimming haze ahead comes one
688 of the most curious constructions in all the world.
Perhaps the miners and sorcerers of old left something A long, unbroken wall of reflective black stone stretches
valuable in their wake? You begin to explore the hillsides for miles in an east-west direction. Beyond the wall lies
for something of interest. the hard-stone Granite Hills – and yet it is a trivial matter
Explore the Granite Hills (Team check) to simply walk around the side of the wall to reach them.
Skill and DC: Survival (4+) What the wall guards, or why it was built, is a mystery,
Successes Required: 5 but many who have walked along it have not returned.
If you succeed, turn to 751. If you fail, your stumbling

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Walk along the length of the Blackwall (turn to 315)? 695


Go northeast, into the desert (turn to 858)? With the curse broken, the black book lies on the floor,
Go around the wall to the Granite Hills (turn to 275)? its back pages open. You notice that a spell has been
Go west to the Tumblestones (turn to 137)?
inked there. It is the Unfailing Strike spell. Any of
Go northwest, and join the Westroad (turn to 511)?
your spellcasters can add this spell to their spellbooks
if they wish, but remember that you cannot have more
692
than six spells in a single spellbook at any given time.
You approach what looks like a building, but as you
get closer you realise it is just a web of shadows cast Unfailing Strike (Combat)
from a lifeless tree. Your companions appear almost A pillar of energy sizzles into a single foe.
transparent. Choose a party member to lose 1 Health. Choose an opponent to lose 3 Health.
North (turn to 273)? Recharge: 50 silver
West (turn to 886)?
South (turn to 537)? When you are finished here, you can return to the room
East (turn to 589)? outside by turning to 821.

693 696
“Morning,” growls the foul ogre, to your greeting. If you have the code A55 turn to 225. If not, read on.
“What are you doing down here, then?” You stroll along the temple districts, expecting to find
“Just looking around,” you say airily. “How about you?” only peace and tranquillity. To your surprise you hear
“Eating,” shrugs the ogre between mouthfuls. sounds of angry shouting. Moving to investigate you
“I’m supposed to be on guard, but I can’t be bothered can see a crowd of mourners bearing a woven casket.
to do that.” They are arguing with a group of kensai, the sword
“A fine work ethic,” you nod. “Do the orcs employ saint warriors of the God King, and protectors of the
you?” peace in Chalice.
“Yeah, but the pay is rubbish,” he grumbles. From what you can gather, the mourners want to
“So today’s your lucky day. Don’t let the door hit your process the body past the temple towers, as the dead
bum on your way out.” man was a great architect who maintained and repaired
Ask what the orcs are doing here (turn to 776)? many of Chalice’s mightiest structures. However, the
Try to convince the ogre to change sides (turn to 576)? kensai are firmly against this, claiming it is a violation of
Kill the ogre (turn to 117)? holy law to have more than one temple perform a funeral
Leave the ogre in peace (turn to 310)? celebration. As far as they are concerned the procession
violates this law, as the man has already received his
694 funeral rites from the monks of the lower temples.
Nomad raiders come howling out of the Withered Gain the code A55. What do you do?
Steppes, brandishing their bright steel scimitars and Intercede on the mourners behalf (turn to 730)?
thundering towards you on their horses. Around you Intercede on the kensai’s behalf (turn to 672)?
the merchant caravans halt, their guards drawing bows Decline to get involved in such a delicate matter
and swords to make a desperate defence. If you have the (turn to 450)?
code A37, turn to 764. If not, you can either look to
your own defences, turn to 901, or attempt to organise
the defence of the caravans, turn to 39.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

697 you suffer and stultify here. There is... a plan, to abruptly
You shake your head and agree with the slaves that your shorten our sentence. If you would be free, follow me.”
companions are uncultured brutes who do not understand Milagros makes a sudden turn, down a narrow
the meaning of respect. You claim to be their well-beaten tunnel that plunges into darkness.
servant, bitter about your long service to them. Follow her (turn to 379)?
“The worst part about my companions is that they Avoid trouble and return to your cells (turn to 223)?
are all fully trained assassins from the House of Silence
in Drakehallow,” you say sadly. “They have bitter and 701
vengeful spirits. Indeed, those that slight them die in As you wander the jungle you overhear a particularly
the most dreadful ways.” mournful song coming through the trees. You come
Tommul goes pale, and blathers that his threat to upon the sight of a crier bird in some distress. It has
beat you was merely a poor jest. It is difficult to conceal fallen into a small trap, a steel cage which has been
your smirk as he slinks away. hung up amongst the branches, no doubt left by some
Turn to 157. impoverished logger to earn a few extra coins. The poor
bird warbles pitifully.
698 Take the bird with you (turn to 156)?
Dashing into the narrow alleyways around a temple, you Free the bird from the cage (turn to 103)?
manage to pull some drying black priest's robes from a Leave the bird for the logger (turn to 618)?
washing line. Strolling nonchalantly into the city streets
the guards rush right past you, failing to penetrate your 702
disguise. Exhaling with relief you gaze about the city, With a mixture of threats and promises you keep the
wondering what you should do now you are penniless. workers digging. Finally, after weeks more effort, and
Turn to 340. plenty of supernatural terrors, the workers break into an
antique chamber. Fear seems to almost radiate from the
699 dreadful hall, and only one worker is brave enough to
Honnu of Chalice asked Akihiro to search for a silver accompany you inside.
idol in the Caves of Uranu. However, he has been In the shrouded chamber you come upon a plinth, on
instructed to search for the idol alone. If Akihiro wants which you find two madshards. You eagerly scoop them
to undertake this quest now, turn to 154. If you would up, but as you turn you realise that something is wrong.
rather stay together for the moment, turn back to 493 The worker who accompanied you inside has changed.
and read on. His peasant garb has become tight-fitting black robes,
and in his hand he holds a blade composed of pure light.
700 “I am Fastilon of the Silence,” he declares. “You
have troubled the dark one long enough. This place
You bend to help the injured Milagros, who tells you
will be a fitting tomb for you.”
not to worry. “I’ve had much worse, but you are gracious
“He shall never rise!” you swear, drawing your weapons.
to help,” she says, wincing as she smiles. “Perhaps
Fastilon murmurs, and soon his form splits into six
you would walk me to the kitchens? I fear my hands
identical copies, which swirl about, constantly changing
tremble too much to carry the soup.”
positions. You must defeat this master assassin:
Assisting Milagros, you follow her down the poorly
lit tunnel towards the kitchen. “You are brave warriors,
Opponent Attack Def Health
and you have kind hearts,” she says. “It is not right that
Fastilon 8 (2+)* 6+ 40

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Notes: The first person to damage Fastilon in a combat of two potions. The first is a healing potion (restore 5
round is stunned by a magical bolt. That party member Health), which you can drink at any time, including
cannot attack in the next combat round. If Fastilon during combat. The second is a potion of fluency (3
takes no damage in a combat round he will cast a spell Charisma successes), which you can drink during a
instead of attacking (see his spells below). If Fastilon Charisma skill check to automatically gain 3 extra
has been damaged, he will make two attacks in his turn. successes. You can only choose one potion.
You must assign the damage of the second attack to a You also ask for more information about the ‘man
different character from the first. with hatred in his heart’ that the shaman spoke to you
about before. He looks blankly at you, and then laughs.
Fastilon casts spells in the following order: “No doubt a piece of prophesy from my visions. Pay it
1st) Fastilon casts Rune of Unmaking. no mind. My dreams are as insubstantial as air. But I
One party member takes 6 points of damage. do have one piece of advice for you. When the queen
2nd) Fastilon casts Thunderbolt. comes to take the bishop, bring gold to take the knights.”
Inflict 5 points of damage on two party members. “Another one of your visions?” you ask dryly.
3rd) Fastilon casts Healing Word. The shaman shrugs. “Take it or leave it,” he says
Fastilon recovers up to 8 Health points. philosophically.
After casting all his spells, Fastilon will fight as normal, Thanking him for his time, you return to your ship
with two attacks as mentioned above. and weigh anchor. Turn to 144.
If you win, turn to 334.
705
703 Animus Mast is the name of both a college of magic,
The journey to the harbour from the city is a fraught one, and a literal magical tower in Drakehallow. It was built
the thin path barely wide enough for a single person. as part of the magical revival movement in that country
Sometimes you have to give way to traffic coming up some two hundred and fifty summers ago. It has a long
the trail on creaky wooden platforms that flex and running rivalry with Cassery Tower, another magical
bend under your weight. The harbour itself is a series institution located only a few miles away. Animus Mast
of wooden piers hammered into the sides of the cliff face, is an elitist organisation, accepting only proven mages
barnacle-encrusted beams peeping from the crashing into its fold. It is expensive to attend but is probably
waves. The ships must be moored tight, or risk smashing the superior college in terms of the learning facilities
into the harbourside. available. According to these scrolls, the most recent
Put to sea aboard your ship (if you have one here), piece of research there is the rediscovery of golem
turn to 82. construction. Golems are magical servants of stone and
Get your ship repaired (if you have one here), iron who built many of the monuments of the ancient
turn to 652. world. Of course, these scrolls are forty summers old,
Buy or sell a ship, turn to 756. so who knows what the wizards of Animus Mast are
Organise a cargo delivery, turn to 855. working on now! Turn to 680.
Visit a local tavern, turn to 505.
Return to the city centre, turn to 19. 706
“I don’t recognise you,” snarls the guard on duty,
704 grabbing you tightly as you attempt to sneak by. Your
“A trade, for bringing me the weave,” announces the cover is blown! You must slay the guard quickly before
shaman, brightly. “I brew potions for the tribe. Choose reinforcements arrive!
one, and it shall be yours.” The shaman offers you one

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Opponent Attack Def Health Opponent Attack Def Health


Bronzeguard 8 (4+) 5+ 12 1st Snakeman 5 (4+) 3+ 8
2nd Snakeman 4 (4+) 3+ 8
If you kill the Bronzeguard before the end of the second 3rd Snakeman 3 (4+) 3+ 7
round you manage to escape, turn to 75. Otherwise 4th Snakeman 3 (4+) 3+ 5
you are still fighting when a horde of guardsmen burst Note: If you have a hygliph flower, the snakemen
through the doors. You are arrested on charges of are put off by its pungent odour and require a 5+ on their
conspiracy, turn to 55. attack rolls to inflict damage during this battle.
If you win, turn to 72.
707
The slaves give a mighty cheer as the last orc falls dead. 709
They quickly take up the orcs' weapons, though you may The strength of your convictions is obvious, and you
seize the chain armour (Armour +2) from the orc leader, can see the firmness of the sister falter as you speak of
if you wish. the great hopes that the Everchild is inspiring in the
The slaves heap glory upon you. Choose a party downtrodden masses of Saltdad.
member and raise their Charisma by 1 point. Also, gain “Perhaps I was too hasty,” she concedes. “It seems
the code A69. clear that this is something the God King should know
You ask the slaves what the orcs were digging for, but about. Come with me, please.”
they can tell you little. The orcs would not reveal the Turn to 638.
object of their search, but they seemed frantic to find it,
whatever it was. It is certainly unusual for orcs to travel 710
so far, with so many supplies, and with such stealth into You have arrived at the ruined palace of Unbraaki. It is
an enemy nation. You wonder what to make of it all. a charcoal wreck, thick with ash and forgotten sorcery.
The slaves thank you again, and let you know that The soldiers that used to parade up and down its now
they intend to find their own way out of the dungeon weed-filled gardens have long departed. Searching
and to find a new life for themselves. You wish them through the rubble you locate a set of stone steps leading
luck, and then turn your attention back to the cavern. down into a dimly lit gloom.
Turn to 371. Go down into the basement (turn to 67)?
Go north, towards Clifftop (turn to 725)?
708 Go west, to the Tumblestones (turn to 137)?
If you have the code A41, turn to 827. If not, read on. Go southeast, to Lhasbreath (turn to 775)?
You step cautiously through a crooked black stone Head south, into the jungle (turn to 370)?
archway and into a wide pillared chamber. You are just
taking your bearings when you hear the slam of rusted 711
metal. Spinning around you can see that you have been It is time to leave the Salt Plains.
cut off from the exit by a large portcullis. Worse, you Go southwest, toward Clifftop (turn to 12)?
can hear a savage hissing from all around the temple Go southeast, towards Saltdad (turn to 511)?
chamber. Drawing your weapons, you are startled to
see a number of hideous snakemen, serpentine creatures 712
with the arms of men and the bodies of giant cobras.
It is difficult to interpret what is really going on in the
There is no escape, you must fight!
mural. Shrugging, you make your way further upwards.
Turn to 77.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

713 715
The priest is delighted to be surrounded by such devout “We’ve met, haven’t we, Emlyn?” you ask unsurely.
followers of the faith. In a grand ceremony in front of his “Eleven years ago, at Strongstone,” she confirms.
other slaves he publicly releases you. In a warm gesture “For the birth of my brother... my legitimate brother,
he even offers you 50 silver coins to help you get started Jeffery Ross. We were sat together at the low table with
in your new lives. Grovelling appropriately, you depart Montague Pass-Bailey. All the high lords in the county
for the city centre. Turn to 340. were there that night. I remember Count Spenser patting
me on the head for bringing him a cup of mead, and
714 being spat on and cuffed by your father for accidentally
You believe you have pieced together the mystery of this brushing past him.”
place. “You are a priest of Cursus, then? The god of “Sorry about that…” you say guiltily.
judgement?” “Why? You didn’t do it,” says Emlyn flatly.
“I am!” he hisses. “And I was high priest of all your “I think I’m always apologising for him,” you add
kind once. When the demon lord came, we slithered sheepishly. “He’s... very traditional, I suppose.”
from our underground dwellings from the cracks in the “It must have been tough growing up with Baron
earth he smote with his sword. We took pity on you, Baldwin Dayne as your father,” she sympathises.
took you as our slaves from your ruined cities. Gave you a “I didn’t grow up with him... I barely saw him,” you
home and pious work to perform, building temples in the mutter. “Fourteen years I lived in Fosterly Castle. I spoke
name of Cursus. So cunning you were! Joined us in the with him three times. He was ashamed of me. I don’t
worship of Cursus, your voices singing with ours... and know what it was about me that was so different from
then betrayal! You stole our god for your own! Escaped other bastard-born. Your father loves you and educated
your chains and built your own temples without us. Your you as a scholar. Montague now serves his father as a
monuments were so magnificent that Cursus abandoned spymaster. I scrubbed the castle floors and looked after
us for your kind.” the horses. I was treated like a peasant... and he called
“So Cursus was originally... a serpent god?” you ask me such dreadful names, and never my own.”
unsurely. “Well, you’re free of him now,” says Emlyn.
The priest seems angry. “How can you doubt it?” he You laugh. “You’re never free of your father.. not really.”
spits. “Here! Look! The scrolls of Cursus, the original Emlyn pauses, and then searches her bag for a pair of
documents of our faith. Take them back to the foul priests cups in which she pours a little Almskirk wine. “Let’s
in your monument-cluttered land! No human hand wrote do the old toast,” she says, passing you a cup and raising
this! This is the work of serpents...the true folk!” hers. “To the bastards of Strongstone!”
He thrusts the scrolls of Cursus into your hands. You “To the bastards of Strongstone,” you smile, downing
gaze at them in wonder. If these documents were ever wine as bitter as your memories.
presented to the followers of Cursus it could cause untold Gain the code A84 and turn to 674.
damage to the faithful. Cursites have always been an
intolerant folk. What would they make of the revelation 716
that their faith was serpent-born? You steer your ship around Viaan Island until you come
The snakeman priest has slithered away, muttering to the harbour of the Bando. The large village is a vista
dark words of sorcery. “All is lost! My kin... too few in of brightly painted stick huts and boldly carved statues
number to rebuild. The temple must not fall into human set against the wall of trees that is the Viaan Jungle.
hands!” Suddenly cracks begin forming in the walls, and Tribes-folk swarm the edges of the harbour, pointing
a dreadful rumbling can be felt through the temple. and chattering as your ship moors up. Immediately,
You have to get out of here! Turn to 881.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

blue and red painted tribesmen swarm up onto the to again join forces with you in order to increase his
deck, some armed, others merely curious. You get the chances of survival. With a group of eight fighters you
impression that though they have certainly had visitors easily dominate the rest of the battle, ganging up and
before, they are still making up their minds about you. overwhelming any brave warriors that get in your way.
Turn to 71.

719
If you have the code A72, turn to 180. If not, read on.
The door opens into a long corridor which ends in an
intimidating barricade. Blocks of stone, reinforced on
the far side with heavy wooden beams, block the other
side of the corridor. The barricade looks formidably
strong.
Try and break the barricade (turn to 47)?
Return to the room you just came from (turn to 821)?

720
If you have the code A39, turn to 167. If not, read on.
The hairs on the back of your neck prick up.
You sense a weakening in the fabric of the world in this
place. Tracing mystic symbols in the air, you see a patch
of rock to your left fade away, revealing a small chamber
containing funeral urns. A frail looking casket rests in
If you speak the language of the Bando, turn to the corner of the chamber, seeming to shudder in the
206. If not, you must attempt to convince them of your faint breeze outside.
peaceful intentions. Enter the tomb (turn to 862)?
Reassure the Bando (Team check) Or quickly leave (turn to 115)?
Skill and DC: Charisma (4+)
Successes Required: 5 721
If you are successful turn to 339. If you fail, turn to 52. If you have the code A68, turn to 813. If not, read on.
Sailing around the bend comes a frightful looking
717 vessel, so badly made you fear for the sailors who occupy
This plain looking room is empty. There is a door in the it. As it comes closer, for indeed it seems to be sailing
north and south walls. directly towards you, you are astounded at what you see.
Cast the shadow door spell (turn to 351)? It is an orcish vessel, the crude decorations across its hull
Go north (turn to 366)? and sails indicating it can be nothing else. Orcs are not
Go south (turn to 494)? native to the valley, their home hundreds of miles across
the Azure Deep, in the Savage lands. What in the world
718 are they doing all the way out here?
There is no time for questions. You order your crew
You spot the gang of slaves led by Tommul, who fought
to ready the catapults and ballista. Make a note of this
over the food supply in the dungeons. He seems happy

– THE VALLEY OF BONES –


– Legendary K ingdoms –

reference number and then turn to 200 for the rules on 725
Naval Combat. You are wandering the desert, somewhat south of
the dilapidated town of Clifftop. The searing heat
Ork Hulk – Fighting 3 Health 5 is quite unbearable, and you struggle to ration your
If you win, turn to 796. water carefully.
Manage your water (Team check)
722 Skill and DC: Survival (4+)
You are leaving the salt mines. Successes Required: 4
The only way to go is in a southerly direction. If you succeed, you manage to conserve water by
Southwest, towards Saltdad (turn to 177)? travelling mostly at night and sheltering from the worst
Southeast, towards Luutanesh (turn to 614)? of the sun. If you fail, each party member loses 1 Health
from heatstroke. Which direction will you head in?
723 South, to the palace of Unbraaki (turn to 890)?
If you have the code A64, turn to 325. East, to the Tumblestones (turn to 137)?
If you have the code A63, turn to 114. Northeast to the great Westroad (turn to 12)?
If you have the code A61, turn to 885. Northwest to Clifftop (turn to 19)?
Otherwise, read on.
You open the door to a gathering of large orc warriors, 726
who turn to look at you sharply as you enter. The leader, Sar Jessica turns to face Tasha, uncertainty in her eyes.
a giant of an orc, gives a drooling snarl and commands If there are any other women in the party (such as her
his warriors to attack. sister, Amelia) she clears her throat and suggests it is
time to move on, turn to 51. If not, read on.
Opponent Attack Def Health The sound of the men having a discussion beyond
Orc Leader 7 (4+) 4+ 14 the reed bank provides the privacy she needs. Sar
1st Orc 5 (4+) 4+ 8 Jessica grasps Tasha’s face and kisses her, as if releasing
2nd Orc 5 (4+) 4+ 9 a long-withheld desire. Tasha kisses her back, pleased
3rd Orc 4 (4+) 4+ 11 to have secured the affections of the proud knight. The
If you win, turn to 669. men, in their loud nattering, are none-the-wiser. Note
in Tasha’s notes box that she has gained another heart
724 for Sar Jessica. Sar Jessica also gains another heart for
The thief turns his head at the sudden noise. As quick Tasha.
as a flash he dashes forwards, long dagger in hand, to The sound of the others getting out of the water
cut the rope. You need to get through the window and breaks the moment and they hastily separate. Once
stop him! Have the party member at the top of the rope everyone has dried themselves, you continue on your
make the following skill check. way. Turn to 51.
Tackle the thief (Individual check)
Skill and DC: Fighting (5+) 727
Successes Required: 4 “Forgive me, holy ones,” you beg. “But I found these
If you succeed, turn to 332. If you fail, turn to 528. sacred scrolls of Cursus in a long-abandoned ruin.
I knew I had to bring them to you.”
The High Zealot raises his eyebrows and takes the

– THE VALLEY OF BONES –


– Legendary K ingdoms –

scrolls of Cursus (cross them off your adventure sheet). 729


He scans over the sheets. “They are written in the You have returned to the room of traps, the deadly blades
old hand! They are original works - not translations! still dripping with blood. Having already looted the
Praise be!” room you have no intention of ever returning. You go
“Praise be!” chant the other zealots, abasing back to the crossroads (turn to 310).
themselves before the scrolls.
As the High Zealot reads his face contorts in 730
confusion... and then horror. “No! It cannot be!” he
You side with the mourners and attempt to persuade the
cries. “Cursus? A serpent god? A foul beast deity, with
kensai to let the matter drop. The kensai will only be
no more right to occupy heaven than a dog? We are
persuaded by strong theological arguments.
deceived, brothers! Our faith is little more than a tool
Convince the kensai (Team check)
of spiritual slavery!”
Skill and DC: Lore (4+)
“No!” cries another. “These are lies!”
Successes Required: 6
“But they are written in the old hand, it cannot be
Note: If Akihiro is in the party, you only need 5
lies!” insists the High Zealot.
successes, not 6.
You discreetly leave the chamber as you hear the
If you succeed, turn to 195. If you fail, turn to 843.
sounds of swords being drawn in anger. You have been
forgotten, and there is much ‘religious dialogue’ to take
731
place in your absence. Perhaps this is the beginning of
the end of the Cursus religion, perhaps not. Either way, You spy a body in the distance, little more than a pile
of bones. Approaching you can see it is the remains of
the zealots of Cursus will destroy each other. Gain the
a Lhasbreath warrior, his grim bone armour glistening
code A40. Now turn to 574.
in the waterless waste. The poor devil has no use for his
things now. You can take his bone armour (Armour
728
+2), his iron shortsword (Fighting +1) and 30 silver
Brekken has brought long grappling hooks which help coins. Lamenting that he died so close to water, you
you clamber up the walls with ease. However you look to leave the savage wasteland.
soon hit a snag. The windows are proving difficult to Gain the code A18 and turn to 711.
open, with Brekken struggling to get a purchase on
them. “If only it was an exterior lock,” he mumbles. 732
“I could get it open in a trice.” You wait for another monkey to pass and cast your spell,
You will have to wrench the window open with the surprised looking ape gazing at you in wonder as
raw strength. Choose a party member from the wall- you address it in its own tongue.
climbing team to do this and make the following skill “My friend, can you help us through the window?”
check. you ask.
Force open window (Individual check) “Why do you want to come in?” asks the monkey,
Skill and DC: Fighting (5+) scratching its behind.
Successes Required: 3 Animals are honest creatures, and it is impossible to
Note: If you have a prybar, you can gain a success on lie in their own language. “We want to rob Unbraaki’s
a 4+ rather than a 5+. palace,” you say, appalled at your own frankness.
If you succeed, turn to 305. The monkey laughs. “Sounds like fun!” he chitters
If you fail, turn to 443. back. “Hang on a moment.”
The monkey sits upon the window ledge, and, to

– THE VALLEY OF BONES –


– Legendary K ingdoms –

your amazement, scratches away the runes without This is your moment. You follow Malronac into
activating their curse. the house, just as he is gripping the throat of a helpless
“How did you…?” you ask. looking old man.
“We’re Unbraaki’s apprentices,” laughs the monkey. “Drop him, you metal cur!” you snarl, drawing your
“We are all sorcerers here! Still, Unbraaki can be mean weapons. Malronac raises a single metallic eyebrow,
sometimes, so I don’t mind if you rob him. Have a good casting the old man into the corner. He grips his
evening!” sword, eyes flashing with power.
The monkey scampers away, and you lose no time “More traitors to execute!” he growls. “You merely
scrambling through the window into the attic. save me time, fools!”
Turn to 210.
Opponent Attack Def Health
733 Malronac the Deathengine 6 (3+) 4+ 30
It is several days before you catch sight of the fearsome Note: Malronac will attack twice each round. You must
golem, but eventually the iron body of Malronac comes assign the damage of the second attack to a different
clanking out of the palace doors, its glittering steel character from the first.
greatsword gripped openly in hand. Malronac moves You cannot flee from Malronac, he will chase you
swiftly through the city streets, and you follow at speed, until the end of the world. If you win, turn to 777.
eager to put as much distance between the city guards
and him as possible.
734
You have slain the orcs, their blood weeping into the
ancient flagstones. You can take up to five crude blades
(Fighting +0) if you need them. Turning your attention
to the table you examine the artefacts that the orcs seem
to have dug up from the earth. Is this what the orc
expedition is about? Simple treasure hunting?
Some of the artefacts are plain bits of pottery with
no real value, but you do find a handsome brooch
(Charisma +1) and several other pieces of jewellery you
can sell for 350 silver coins. Add this money to your
adventure sheet now. Gain the code A74.
There are two exits from the chamber.
Go through the north door (turn to 23)?
Go through the east door (turn to 755)?

735
Akihiro somersaults over an intervening foe, landing
in front of Sar Jessica just as the axe blade falls. Clang!
With one swift move he knocks aside the axe blade,
Eventually the Deathengine stops outside the house of sweeping his sword across the barbarian’s throat in a
a beloved healer. He kicks in the door, loudly announcing single motion. The dumbstruck barbarian stumbles
his arrival. “Garrick of Luutanesh! I am charged by the back, blood pouring from his neck, before collapsing
king to execute you under suspicion of conspiracy!” in a heap.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Sar Jessica, astonished at this peerless swordplay, “Mark my words, many in the valley will meet their
gapes wordlessly. deaths before my child is done with her ambitions, and
“Come, Sar Jessica,” says Akihiro softly. “It is too you’ll not see a whit of change for the better,” he warns.
soon to die.” You rise, now uncertain whether you have backed
Taking his hand, Sar Jessica rejoins the fight – but the right monarch, but the nomad chief calls you back.
she will not forget this moment. Note in Jessica’s notes “She is still family,” he shrugs. “Tell her she shall have
box that she has gained a heart for Akihiro. Akihiro my finest horsemen, but bid her remember where she
also gains a heart for Sar Jessica. comes from. It is not out of the pages of a story book,
Now turn to 753. that is for certain.”
Add these soldiers to the Saltdad Barracks on your
736 adventure sheet:
You are in a long corridor, that runs north-south.
A heavy looking door is in the west wall bearing a large Nomad Horsemen – Strength 4, Morale 3
lock. In the east wall is a more ordinary looking door.
To the north is a door from which pleasant food smells Gain the code A37 and turn to 473.
waft. You think you see a crossroads to the south.
Unlock the west door 738
(only if you have an iron key, turn to 306)? The slaves you rescued from the dungeons of Mordain
Go through the east door (turn to 723)? are here. They have already boarded the ship and made
Go through the north door (turn to 551)? it seaworthy. They urge you to become their new captain
Go south to the crossroads (turn to 566)? and lead them to fame and riches. Gain the code A68.
Agree to their request and set sail (turn to 112)?
737 Decline, gifting them the ship and
You broach the subject of the queen, and her wishing them luck (turn to 800)?
requirement for more soldiers to prosecute her war
against the patriarch of Cursus. He laughs as you extol 739
her virtues as a ruler. “You do not have to tell me what The mine lift comes shuddering to a halt as you emerge
she is like, why, she is my own daughter,” he laughs. onto the twelfth level of the mines. If you have the
“You are the Everchild’s father?” you gasp. code A24 turn to 817.
“I am Milagros’s father,” he chides. “This tale about It does not take long to find trouble. A horde of
her being the eternal queen is just so much nonsense. fleeing miners barge past you, pursued tightly by a gang
The girl was too easily led by her aunt, who was a of three scaly troglodytes. Trapped between the fleeing
fabulous storyteller, but didn’t have an ounce of wit miners and the aggressive troglodytes you have little
about her.” option but to fight.
“But surely her magical powers are enough to
convince…” you begin. Opponent Attack Def Health
“She can cast a spell or two, to be sure, but no more 1st Troglodyte 2 (3+) 4+ 4
than she has learnt from the hedge wizards of her own 2nd Troglodyte 3 (3+) 4+ 3
tribe,” he smiles indulgently. “The Everchild of legend 3rd Troglodyte 2 (3+) 4+ 3
could raise mountains and turn seas to fire. Have you If you win, you take up to three troglodyte heads from
ever seen Milagros do that?” the unlucky beasts. Gain the code A24 and turn to 135.
You are silent, suddenly filled with doubt.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

740 742
Night falls and you make camp in a clearing under Fighting a bear without weapons is a recipe for disaster.
the stars. Emlyn Pass-Ross tends to her scratches and The bear mauls you dreadfully before the barbarians
wounds by firelight as you begin cooking something mercifully throw down a rope for your rescue.
tasty from the ration bags. If Amelia Pass-Dayne is in Your chosen party member loses 5 Health points.
the party, turn to 715. If not, read on. If the party member dies, the king will allow you to take
“So, what made you want to take up the life of an equipment from their body. King Scarrenden and his
explorer?” you ask idly. chosen warriors soon lose interest in you, and you skulk
She shrugs. “I suppose for the opportunity,” she says, away to lick your wounds. Turn to 775.
the fire reflecting in her eyes. “I am bastard-born, so
there is nothing to inherit at home. Fortunately, we 743
Ross’s have a strong adventurous streak in us, so when Che Long steps forward, giving his seat to the Everchild.
my father was asked to lead this expedition he was happy “The arena is ancient and was once much bigger.
to bring me along.” There are vaults and tunnels that lead deep into the earth.
“You seem close to your father,” you say. “Does he We have, in secret, excavated one such tunnel.
acknowledge you in court?” We cannot be sure that it leads to the surface, but we are
“A bit,” she smiles. “As much as can be expected. willing to chance it.”
He can show more affection out here in the barbarian “Why have you not gone already?” you ask.
lands. But when I go home it will be much as is ever “We have no weapons, and there are... creatures down
was, I suppose. As long as I don’t embarrass the baroness there in the dark,” mutters Che Long. “We were driven
I am welcome in Strongstone. That’s better than most back in our last venture. It is too dangerous to proceed
illegitimate children get.” unarmed. Unfortunately, the guards keep the weapons
It is late. Wishing Emlyn a good evening you settle very well secured. They are not keen on allowing slave
down to sleep. Turn to 674. gladiators unfettered access to arms.”
“How can we help?” you ask.
741 “We need to get the weapons out of the gatehouses
Your mast is split, and many of your crew are dead. and into our hands,” says Che Long. “To do that we
The pirates swarm your vessel, cutlasses to your throats. will need stealth and a good distraction.”
You have been captured and your future looks bleak. Volunteer to get the weapons (turn to 191)?
You are stripped of all the equipment and money you Back out of this risky escape plan (turn to 223)?
are carrying, and brutally scourged and abused by the Tell the guards of the Everchild’s plans (turn to 106)?
pirates. Roll a die. Each party member loses that many
Health points. 744
The pirates sail up the coast to Clifftop, where you The sister is not worldly and has not heard the rumours
are sold publicly at the slave market. Roll a die to of the Everchild’s resurrection. Fortunately, one of her
determine your fate: kensai is more knowledgeable of current affairs, and
takes you aside.
1-2: You are sold to the Saltdad Arena, turn to 631. “I have seen the young girl you speak of,” he
3-4: You are sold to the taskmasters of Clifftop, turn to 866. confides. “I too believe she is the Everchild of legend.
5-6: You are sold to the priests of Cursus, turn to 531. You will never persuade sister Emiko to let you see the
God King. But you may enter if you challenge one of

– THE VALLEY OF BONES –


– Legendary K ingdoms –

the God King’s champions to a duel. I would be willing 747


to duel one of you. The battle must be to the death, You make your way down the long stairway for quite
and I must fight with all my skill if I am to keep my some time. You must have descended at least fifty feet
oath to the God King.” into the earth. Eventually the stairs terminate at another
It seems you have little choice. Select one of your tunnel. Turn to 23.
party members to duel the kensai. Only that party
member may be involved in this battle. 748
You wonder how many more snakemen can fit into this
Opponent Attack Def Health
temple! In the devastation you find plenty of religious
Kensai 6 (4+) 4+ 9
silverwork worth 250 silver coins. A handsome brooch
If you win, turn to 418. If you lose, turn to 502.
(Charisma +1) lies amongst the chalices and statuettes
you loot. There is a way onwards, your torchlight
745
reflecting some bronze plating ahead. Intrigued you
The rope is tied. Now the rest of the party must try to make your way down the passageway. Turn to 20.
haul it aboard whilst it is guided into place by the diver.
Your diver cannot help in the following skill check. 749
Haul up the cogwheel (Team check)
If you have Skullcracker in your party, turn to 269. If
Skill and DC: Fighting (5+)
you have the code A76, turn to 165. If not, read on.
Successes Required: 3
As you round the corner of the corridor you come face
If you succeed, turn to 352.
to face with a hideous female ogre. She hefts her club
If you fail, turn to 807.
to attack. Unknown to you, the ogre’s mate is in a room
not far away. At the end of the second round of combat
746
he will join the attack.
If you have some calligraphy ink, turn to 330.
If not, read on. Opponent Attack Def Health
“The God King wishes to see my handwriting?” Daisy 9 (4+) 4+ 13
says the Everchild aghast. “Whatever for?” Skullcracker 8 (4+) 4+ 12
“He believes that through your hand he may glimpse If you win, turn to 431.
the honesty of your soul,” you explain sheepishly.
“He will not be moved otherwise.” 750
The Everchild sighs and closes her eyes. “Such a
You encounter Che Long waiting by the inn’s desk.
letter will require the finest components. I will need
He nods to you and takes you to the back of the inn,
some calligraphy ink. This is not easily found in the
into a beautiful chamber of yellow silks and handsome
Valley of Bones.”
blue tapestries. Perched cross-legged on a cushion is
“Any suggestions where we could find some?”
the Everchild, no longer a ragged waif, but a beautiful
you ask.
golden-haired girl with piercing blue eyes, dressed in
“Powerful sorcerers might own such a thing,”
flowing robes of Chalice silk.
suggests the Everchild. “Otherwise the markets of
“My champions,” she smiles warmly. “I had hoped
the sea cities might have it for sale, though it would
you would come. I presume that your presence here
cost a fortune.”
means that you are willing to assist me in my claims
Why is nothing simple? Turn to 263.
on the throne of Saltdad? By now you will have seen

– THE VALLEY OF BONES –


– Legendary K ingdoms –

the Iron King’s cruelty firsthand, and perhaps even steps forwards to present you with a small bottle.
encountered the savage zealotry of the true ruler of the It is a vial of poison, the pale-yellow liquid promising
valley, the patriarch of Cursus? These vile men must be death to any who drink it. Take it, if you wish.
deposed if we are to have any hope of restoring justice “The Bronzeguard are the elite force of the Iron
and civilisation to the valley.” King, wearing enchanted armour that makes them
almost invulnerable in battle,” explains the Everchild.
“In order to foster a sense of brotherhood, the
Bronzeguard all live in a single barracks in the centre
of Saltdad. This leaves them vulnerable to... accidents.
If they were to be removed from the king’s forces, I
would need fewer reinforcements.”
“Lastly, all attempts on the Iron King’s life have
failed thanks to the attentions of his golem bodyguard,
Malronac the Deathengine,” says the Everchild. “We
believe he acquired this monstrosity from the ruins
of the palace. It has since acted as both his personal
guard and a crude assassin of the Iron King’s enemies.
The villain will often be found wandering the streets
on some bloody errand. If you can get him alone, and
end him, our victory would be all the more likely.”
The Everchild rises from her cushions.
“Come,” she says. “Let me show you my soldiers.”
Gain the code A7 and turn to 360.

751
The Everchild indicates a map of the Valley of You come upon a curious trapdoor, set into the top
Bones that lies spread out in front of her. “First things of a hillside. A large red ‘X’ has been painted on it,
first,” she says. “Historically the Everchild has always and yet it contains no lock or bar and opens easily.
ruled from Saltdad, so that is our first target. To take Looking down you can see that a rough ladder has been
Saltdad we must defeat the army of the Iron King in chiselled into the sides of the wall to allow easy descent.
battle. I have begun the process of raising my own Curious.
army in secret, from amongst the downtrodden and Climb down the trap door (turn to 205)?
oppressed in his kingdom. Alas, I still have only half Or close it and move on (turn to 426)?
as many men as the king has. I must have more if I
am to be successful. The cities of Chalice, and even 752
Lhasbreath, might be willing to lend us aid if they
You are crossing a vast expanse of desert, that alternates
could be convinced. I would like you to speak with
between rocky Badlands and sweeping dunes of rich
them on my behalf and ask them to send soldiers to
yellow sand. The heat is oppressive. Few things live
aid my revolution.”
in this barren place.
The Everchild clears her throat. “Of course, I would
Manage your water (Team check)
not need as many troops if the forces of the Iron King
Skill and DC: Survival (4+)
were depleted.” She clicks her fingers and Che Long
Successes Required: 4

– THE VALLEY OF BONES –


– Legendary K ingdoms –

If you succeed, you manage to conserve water by “You're the worst salesman in the world,” you respond.
travelling mostly at night and sheltering from the If you buy the ship give it a name and note it on
worst of the sun. If you fail, each party member loses your adventure sheet with the following details:
1 Health from heatstroke.
Roll a die. On a 1 or 2, turn to 108. On a 3, turn Cog
to 534. On a 4 or more, turn to 840. Fighting 4 Health 7 Cargo 2 units

753 You can sell a Cog here for 250 silver coins, a Cursite
The arena is a swirl of swords and axe blades, the crowd War Galley for 500 silver coins and a Carrack for 1500
jeering as blood is spilt and bodies fall. In the centre silver coins. You cannot sell other kinds of ship here.
the greatest fighters have gathered into a spectacular Once you have done this, turn to 703.
melee, while on the outskirts the cowardly and the
injured seek momentary respite. 757
Leap into the central battle, fearlessly (turn to 101)? You wait boldly in the entrance until the stranger
Hang back until the fight comes to you (turn to 550)? arrives. You watch as a young woman dressed in black,
armed with a sword and lantern, makes her way into the
754 chamber. She has the sharp features of a woman from
You will need a spell that can affect hundreds of creatures Drakehallow, and she eyes you with some surprise.
at once. Do you have any of the following spells? Wither, “Are you here to kill me?” she asks directly.
Stingtail Rune, Maelstrom? If so, tick one of these spells “No,” you say honestly. “Is this how you address all
off and turn to 314. If not, you can attempt to crush the strangers?”
beetles underfoot (turn to 518)? Or slam the door shut “Most of them,” she smiles.
and flee to the crossroads (turn to 566)? Turn to 415.

755 758
You are in a short corridor with two doors in the western The guards manage to get a grip on you, and soon
wall. To the south, daylight streams through a wide you are cast to the ground and beaten. Roll a die.
tunnel-mouth. You hear the roar of the sea and the Each party member loses that many points of Health.
haunting cries of gulls beyond. Dragged back to your master he decides to sell you on
Open the southwest door (turn to 69)? cheap rather than have you executed – you are far too
Open the northwest door (turn to 604)? much trouble for him!
Go south, through the tunnel mouth (turn to 662)? Roll a die to see where you end up:
1-3: You are sold to the Saltdad Arena, turn to 631.
756 4-6: You are sold to the taskmasters of Clifftop,
turn to 866.
There is only a single ship for sale here, a battered old
Cog, available for 500 silver coins.
“Why so cheap?” you ask the harbourmaster.
“It’s barely seaworthy,” he explains. “The crew are
desperate for a new captain to lead them away from this
dump. But it’s a toss of the coin as to whether she’ll even
make it out of harbour.”

– THE VALLEY OF BONES –


– Legendary K ingdoms –

759 fragile timbers surrounding his body. You deduce that


Clifftop marketplace is a sad and dishevelled affair. this unfortunate creature fell afoul of a pit trap, and that
Most stalls are given over to the agricultural goods the thin timbers were the cover of the pit that he walked
Clifftop is famous for. You browse the empty stands, across. Evidently someone else has been this way before,
looking for something of interest. as a stronger looking plank has been laid across the pit
allowing further access down the tunnel.
Item Buy Sell Climb down into the pit and search the skeletal
Crude Blade (Fighting +0) 25 10 remains (turn to 94)?
Maul (Fighting +1)* 50 25 Tiptoe across the wooden plank (turn to 53)?
Iron Shortsword (Fighting +1) - 100 Return to the crossroads (turn to 46)?
Iron Greataxe (Fighting +2)* - 150
762
Shield (Armour +2) 50 25 You cannot encourage the other slaves to join in the
Hide Armour (Armour +1) - 30 fight, meaning that the guards in the water queue
are able to handle your disruptive behaviour. You
Soft Boots (Stealth +1) - 250 are thrown into your cells and are forced to abandon
Reference Book (Lore +1) - 250 your attempt on the weapons today. That night you
Warm Cloak (Survival +1) 500 250 gather together and try to make a new plan. You can
Handsome brooch (Charisma +1) - 250 reorganize your distraction and weapon stealing teams
Prybar - 50 if you wish. What strategy will you attempt now?
Attempt to seduce the guards (turn to 7)?
When you have finished here, turn to 19. Pretend to be a messenger, and say that their captain
needs them urgently (turn to 875)?
760
The temple of Krom is a tall, timber building made 763
to resemble the maw of a mighty beast. Inside hang The trees thin as you wander, and soon you emerge
weapons and armour made of bone. Krom is the god of into a clearing in which a fantastic structure stands.
war and athleticism in Lhasbreath, the patron of warriors It is a step pyramid, built into the side of the earth.
and those who take what they wish by right of strength. A stream runs down from above and feeds into many
Initiates of the temple wrestle in a circular pit set into the stone boxes, in which numerous bright and strange
floor, scratches and deep gouges marring their bodies. flowers blossom. Butterflies and other curious insects
If you have a grey talisman you may exchange one dart in and out of the blooms. A gaping entrance in
for a blessing from the priests. Find the party member the pyramid yawns darkly before you.
with the lowest Fighting score in the team and increase “This is astonishing!” cries Emlyn. “I’ve never seen
their Fighting by 1 point. any of these varieties! We must gather samples at once!”
When you are done here, turn to 775. Will you ask to check out the pyramid first
(turn to 404)?
761 Or guard the scholars as they gather flower samples
The passageway continues for some time before being (turn to 299)?
interrupted by a large pit. Examining the pit, you can
see the skeletal remains of a human impaled on spikes,

– THE VALLEY OF BONES –


– Legendary K ingdoms –

764 The shaman closes his eyes and casts more fragrant seeds
The nomads pull up their horses as they see you, letting and powders into the fire. Soon you are hallucinating vividly,
out a cry of friendship. The caravaners look on uncertainly imagining going on a hunt with the Bando, armed with
as several nomads dismount to embrace you. “Why, it is nothing but spear and loincloth. Brightly painted snakes
the friends of Milagros,” laughs the leader. “How fares slither about you as you stalk past hairy and long-leafed trees.
the queen? Is she still as dreadful on a horse as ever?” You chatter to your fellow tribesman as you hunt, hiding
You chat brief ly with the nomads, exchanging behind trees and crouching to avoid sight of your prey.
pleasantries for a few minutes. Rather than embarrass The celebration afterwards blends into the celebrations in
you by murdering the caravan guards and stealing their the real world, and eventually you come around.
cargo, they agree to depart and rob another caravan “Was your hunt successful?” asks the shaman, smiling.
down the road. Thanking them for their understanding “Yes,” you respond, but not in your own tongue.
you continue on your way. Turn to 477. Somehow you have learned the language of the Bando
during your hallucinations. It is an astonishing revelation,
765 as you suddenly hear the chatter all about you meld into
understandable phrases. Note on your adventure sheet
Choose someone to leave the tent and confront the strange
that you can now speak the language of the Bando.
light. When you've made your decision, turn to 491.
“Careful, spirit walkers,” advises the shaman, sleepily.
“You are not the only one who has awoken. He stirs from
766
his rest. A man with only hatred in his heart…”
You clamber into the basement, closing the trap behind The shaman drifts off to sleep and cannot be awoken.
you. Within the underground chamber you can see a There seems to be nothing else for you in the village, so
middle-aged woman chained to a hook in the ceiling. you quietly slip back to your ship and weigh anchor.
Tormenting her is a large, fat guard armed with a Turn to 144.
curved blade.
“Release her, villain,” you spit, drawing your weapons. 768
The fat fellow draws his scimitar with overweening
The nomads crowd around you, offering you goods gleaned
confidence, spinning the blade in his hands. “Yield?
from ruined temples and lifted from rich travellers.
No! Death first!” he laughs. “You have met your
match, rogues!” Item Buy Sell
Crude Blade (Fighting +0) 25 10
Opponent Attack Def Health Maul (Fighting +1)* 50 25
Lotor the Blademaster 5 (3+) 4+ 18 Iron Shortsword (Fighting +1) - 100
Note: Lotor will attack twice each round. You must Iron Greataxe (Fighting +2)* - 150
assign the damage of the second attack to a different Steel Scimitar (Fighting +2) 800 400
character from the first.
If you win, you may take Lotor’s steel scimitar Shield (Armour +2) 50 25
(Fighting +2). You swiftly release Akini’s aunt and dash Hide Armour (Armour +1) - 35
into the night, turn to 68.
Soft Boots (Stealth +1) 500 250
Reference Book (Lore +1) 500 250
767
Tome of Knowledge (Lore +2) 1250 625
The chief ululates in pleasure as he produces the magical Warm Cloak (Survival +1) 500 250
weave from your pack and presents it to the shaman Handsome brooch (Charisma +1) 500 250
(cross it off your adventure sheet). If you speak Bando,
turn to 704. Otherwise, read on. When you are done here, turn back to 473.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

769 Fight a battle against your enchanted party member.


It only takes the slightest misstep, and the blades activate. During their turn, their berserk rage causes them to
There is a bloodcurdling scream as blades and spears attack twice, each attack damaging a different party
descend as one upon your party member’s defenceless member. If you wish to knock out, rather than slay, the
body. Roll 2 dice and deduct that many Health points cursed party member, you cannot use your weapons.
from the party member. If this is enough to reduce them This will mean your Fighting score will be 1 point lower
to 0 or fewer Health they are dismembered gorily, limbs than usual, and you cannot gain any bonuses from your
flying across the chamber in a shower of blood. This party weapons. You also cannot use spells that inflict damage,
member is killed. Unless you manage to retrieve the black as these are fatal. The cursed party member will use their
prism you cannot recover any of their items of equipment. most effective weapon but is too enraged to be able to
If your party member survives, they stagger, bleeding, concentrate on casting spells.
back through the door. You comfort them as best as you The Defense score for all party members is 4+.
can and try to bind their wounds. Armour saves can be made against all damage, including
Make another attempt (turn to 44)? the berserk party member.
Or abandon this madness and If you kill the cursed character, turn to 267.
return to the crossroads (turn to 310)? If you knock them out, turn to 850.
If the cursed party member kills the rest of the party,
770 turn to 321.
The temple of Cursus in Saltdad is a flat-topped, black
772
stone ziggurat some three stories high. Inside its cool
depths incense burns and the ragged poor beg for mercy You march into the chamber, expecting trouble.
from the hard-faced priests of Cursus, god of Judgement. You are not disappointed. As you suspected the skeletal
If you have any incense you may exchange some for remains leap to their feet, many other skeletons joining
a blessing from the priests. Find the party member with them from the open caskets around the room.
the lowest Stealth score in the team and increase their Turn to 264.
Stealth by 1 point.
You may also receive some ritual scarring; these 773
are runes sacred to Cursus carved across your chest. The naga has no treasure, but you may take a magical
The priests are bound to perform this service for any weave from its skin before you leave the cave.
who request it. If one of your party members wants Turn to 395.
some ritual scarring, they must lose 1 point of Health
permanently. Add the Ritual Scarring (Cursus) to the 774
notes section of their character box. It is a rather more desperate struggle to repel the Bando
Once you are finished here, turn to 75. than your crew thought, and many have been injured by
poisoned darts. Fortunately, the tribesmen failed to get
771 a proper grip upon your vessel, and were repelled before
You cannot just leave your companion here. Steeling they could make a full boarding action. It saddens you
yourselves for violence, you snatch away the book from to see so many broken bodies and vessels upon the sea,
your friend’s grasp. They immediately enter a berserk and you order the helm to plot a course onwards.
rage, drawing their weapon and slashing at you! Turn to 144.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

775
You have arrived at Lhasbreath, City of Barbarians. Visit the Expeditionary Guild (turn to 190)?
No roads lead to Lhasbreath, for it is a city merchants Explore the city (turn to 182)?
do not travel to, unless they wish to be robbed of their Leave the city north, to the Tumblestones (turn to 137)?
goods. Insular and outrageous, the city gets its living Leave the city east, into the desert (turn to 752)?
from raiding, scavenging and bullying. Its appearance Go west, into the jungle (turn to 370)?
is suitably fierce, surrounded by a wall of thick, iron- Go northwest, to the Palace of Unbraaki (turn 890)?
topped timbers. The buildings within are constructed
of weak jungle woods and scavenged stone. Many 776
structures within the walls are mere tents, the ancestral “I dunno if I should tell you that,” rumbles the ogre. “I
homes of barbarian clans who compete endlessly in have a responsibility of discretion towards my employers.”
feats of strength of valour. Darting about the rough “Do you accept bribes?” you ask innocently.
neighbourhoods are scavenging monkeys and brightly “Only in the form of money,” he responds.
coloured birds from the jungle to the west. It is a Convince the ogre to talk (Team check)
dangerous place, but rich in adventure. Skill and DC: Charisma (5+)
Visit the marketplace (turn to 158)? Successes Required: 4
Find an inn (turn to 276)? The DC is only 4+ if you give the ogre 100 silver coins.
Go to the king’s hall (turn to 392)? The DC is only 3+ if you give the ogre 200 silver coins.
Visit the temple of Krom (turn to 760)?
Visit the slave market (turn to 656)? If you succeed, turn to 141. If you fail, turn to 295.
Visit Kopu, the linguist (turn to 640)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

777 781
The mighty metal horror comes crashing to the floor, “If you’re heading south to Cursus, make sure you
the lights in his eyes fading. You may take his steel don’t carry anything too fancy,” advises the caravaner.
greatsword (Fighting +3)* if you wish. Garrick the “There is a tax post on the highway just outside town.
healer thanks you profusely for saving his life. He will The priests place a tax on any item they consider to be
restore your entire party to their starting Health value a luxury.”
before quickly packing up to leave the city forever. “What if I don’t want to pay the tax?” you ask
You have achieved a mighty feat of arms here today. cautiously.
Choose a party member and roll 2 dice. If the result is “Approach the city from the desert, rather than the
higher than their Fighting score, increase their Fighting road,” he shrugs. “Or go by sea. Cursus doesn’t tax sea
by 1 point. Gain the code A13. Turn to 75. merchants. Few enough foreigners come to the city as
it is.” Turn to 177.
778
As you enter the chamber you can hear a murmuring 782
coming from the silver skull. Although you do not know
You duck behind the statue, trying to control your
the language being spoken, you understand its intent.
breathing so as not to be heard. You watch as a young
It wants you to lie in the open sarcophagus and close
your eyes. You can feel your feet shuffling towards the woman dressed in black, armed with a sword and
sarcophagus, even against your will. Clearly this is some lantern, makes her way into the chamber. She has the
sort of magical trickery! You must try and break this sharp features of a woman from Drakehallow, and she
grim spell if you hope to survive. scans the room cautiously as she enters.
Break the skull’s enchantment (Team check) Suddenly there is a creaking sound. Your cover is
Skill and DC: Lore (4+) moving! The statue you hid behind is getting to its feet.
Successes Required: 4 You back away in horror as it turns to face you, its stern
If you succeed, turn to 548. If you fail, turn to 891. face gazing down at you like a disapproving master.
It stands ten feet tall, and with heavy steps advances
779 towards you.
With skill and astute judgement you manage to weave
through the trees, sticking to higher, drier grounds. Opponent Attack Def Health
Soon you manage to reconnect with the path as it Monk Statue 4 (5+) 5+ 30
emerges from the flood. Emlyn pats you on the shoulder. After two rounds of combat, turn to 619.
“I see now why my father employed you,” she smiles.
Turn to 359. 783
Although you are tempted to rush to the slave’s defence,
780 you realise it would be wiser to organise a more efficient
With night covering you, you wait until a guard patrol breakout if you can. Waiting behind the rocks, the orcs
passes before sprinting over to the walls. You will need finally call for a rest break, and the exhausted slaves
to be fast and silent. huddle together in their chains, glugging water and what
Sneak into the Compound (Team check) little food the orcs provide them with.
Skill and DC: Stealth (4+) An angry exchange between the orcs gives you your
Successes Required: 7 chance. The orcs guarding the slaves are distracted,
If you succeed, turn to 164. If you fail, turn to 706. giving you the opportunity you need to reach them.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Choose one party member to make the skill check below: 786
Sneak up to the slaves (Individual check) “No luck so far?” asks Honnu.
Skill and DC: Stealth (4+) “No,” you say. “It is a difficult spirit to find.”
Successes Required: 3 “Look around the deserts near Lhasbreath,” suggests
If you succeed, turn to 469. If not, you are spotted by the Honnu. “Spirits rarely appear according to schedule.
orc leader as you creep forwards. Turn to 213, but note Irritating things, really.”
that the orc leader gets the first attack, which is directed You bow and depart. Turn to 450.
towards the party member who made this Stealth check.
787
784
Few mortals dare to face a dragon and live.
Uttering your spell, you command the storm to abate This will be a most formidable battle:
(drain the spell on your adventure sheet). Almost in an
instant the sandstorm subsides, the desert becoming still Opponent Attack Def Health
once more. Smiling, you make your way on. Turn to 569. Salt Dragon 10 (5+) 4+ 40

785 Note: If ever the Salt Dragon ends a round without


When released from your chains you work obediently inflicting even a single point of Health damage on
for a few hours, to throw the overseers off the scent. one of your party members, it will become enraged
Then, with a mutual nod, you suddenly rush the guards, and breathe a blast of fire. When this happens, every
attempting to bowl them over. party member loses 3 Health points, with no armour
Barge through the guards (Team check) saves possible.
Skill and DC: Fighting (4+) If you win, turn to 841.
Successes Required: 4
If you succeed, turn to 59. If you fail, turn to 758.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

788 them almost in moments. Only a few tiny survivors


If you have the code A57, turn to 318. If not, read on. scurry into the cracks of the walls. With the way clear
The door in front of you has not seen much use. you are able to cross the chamber safely. Turn to 347.
Indeed, it has warped with age and is now firmly wedged
in place. You can try and force the door open, in which 791
case choose a party member to do this and make the With expert knife strokes, you mar the runes in just
skill check below. Otherwise you can head south back the right order to prevent any magical blowback.
to the junction (turn to 350 if you want to do this). With the defences down, you crawl through the
Force open the door (Individual check) window and into the attic. Turn to 210.
Skill and DC: Fighting (5+)
Successes Required: 3 792
Note: If you have a prybar, the DC is only 4+. As arena champions your quarters are improved a little.
If you succeed, the door pops open, record the code A57. You now have your own cell to sleep in, half the size of
If you fail, you strain yourself; lose 1 Health point. If an inn room, with a dirty straw mattress. In addition,
you get the door open you can explore the room beyond you are given some basic training from an experienced
by turning to 494. If the door is still stuck you can keep gladiator called Che Long, who claims to be a sword
attempting the skill check above until you succeed, but saint from the nearby city of Chalice. The meals are
you will lose 1 Health point each time you fail. You can slightly better, too, with Milagros, the slave girl, serving
return to the junction at any time by turning to 350. you rice and cooked meat as well as your water ration.
All your party members can restore 4 Health points.
789 Between training bouts you have many talks with
You dash across the rooftops, your hair lifting as you leap Che Long, who is damning of the Iron King’s rulership
from roof to roof. You are gaining on the thief when of Saltdad. “I care not who hears it, the man is a tyrant,”
he leaps into a crowd of worshippers on their way to he exhorts. “Life is hard in the valley, but wanton cruelty
temple, elbowing his way through manically. Any party such as his is uncalled for. It sticks in my throat that I
members still in the chase must each make the following fight for his pleasure.”
skill check as you try and slip through the crowd. “I had heard that all the kings of the valley are petty
Chase the thief (Individual check) tyrants,” you say between mouthfuls of water.
Skill and DC: Stealth (4+) “It was not always so,” mutters Che Long. “In times
Successes Required: 2 past we were ruled by a noble queen, the immortal
If you succeed, that party member can keep pace with the Everchild, who cared more for her people than her
thief. If you fail, you get elbowed in the face accidentally comfort. After the destruction left by the demon
by a bewildered worshipper (lose 1 Health) and you are lord Abraxas all that was left was ruins, and without
knocked out of the chase. If at least one party member is her leadership the people of the valley became little
still in the chase turn to 601. If all your party members better than barbarians. Only Chalice has a glimmer of
are out of the chase, turn to 29. civilization left.”
After a hard day of training you make your way
790 back to your cell. You have another bout in the arena
With the largest spiders dispatched, the eggs are at your tomorrow and will need all your strength.
mercy. You cast a couple of lit torches into the crevice If you have the code A2, turn to 495.
containing the spider eggs, and the flames consume Otherwise, turn to 157.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

793 795
If you have the code A79, turn to 568. If not, read on. “I met with your father, Milagros,” you say. “He…”
You have entered a large chamber that appears to be “…told you I wasn’t the Everchild,” she finishes.
roughly carved out of the rock. Seawater rests in deep You look at her firmly. “Since we first met... you’ve
puddles across the floor, and ruined banners are hung high grown an inch, you’ve matured, little-by-little. I was
across the room. A noise of grinding stone alerts you to under the impression that the Everchild was immortal,
the back of the room, where a rocky coffin lid is pushed and ever-young.”
roughly aside. A skeletal figure, clad in ancient, black plate “I’m still young,” she protests.
armour, emerges from his tomb. In his hands he grips “For how long?” you ask pointedly. “Milagros, be
a dreadful runeblade. Balefire burns in his eyes. From honest with me. Are you the Everchild?”
the briny pools rise skeletons, green slime dripping from The young queen gets up and goes to the window,
their bodies, gargling cries emerging from their throats. gazing out at the city below.
If you have the talisman of St Elias, turn to 447. “Of course, I’m not,” she admits at last. “How could
If not, read on. I be? She’s dead. She died a thousand years ago, and
“Run, mortals,” hisses the armoured skeleton. “For you the valley has been a desert ever since.”
face Skallos, the dark knight.” Quite an impressive entry! “I see,” you say.
Run back to the corridor, as Skallos suggests “I couldn’t stand by... I couldn’t stand by and watch,”
(turn to 165)? she says, her voice trembling. “I was free in the tribe. I
Or face this undead horror (turn to 16)? could travel the desert, go where I wished. But wherever
I wandered I saw suffering. Thousands upon thousands
794 of people without hope. I’m a sorceress. Magic flows
The Splintered Isles is native to a handsome, dark- through me, as it did with my aunt. Perhaps I cannot
skinned people, who have lived on the islands since raise mountains or part seas, but I can cure the sick...
before the written records of the ancients. Considered and I can cure the sickness in this land, if you’ll let me.”
merely a stop-off by the peoples of the elder civilization, She turns, tearful. “Please, don’t tell anyone,” she begs.
it is now one of the most important trading zones in the “Of course I won’t,” you assure her. “But if I found
world. It grows spices, sugars and exotic foods of all out, others will too. What do you think will happen to
sorts, and as the kingdoms of Royce and Drakehallow you if your people discover you’ve been lying to them?”
have recovered from the desolation, their desire for its “Is it a lie, though? Is it really?” she demands. “I am
luxuries have grown and grown. Both nations have a girl, who wears a crown, who rules in Saltdad by virtue
attempted to colonise the islands, but with only limited of my magic and my reason. Who was the Everchild,
success. The people of Thalsia are not easily tamed, if not who I am? Who is to say she was any better than
and quickly united under the authority of a Suzerain me? My father shall always call me Milagros. But he
once it became apparent that foreigners wished to divest does not get to decide what my people call me.”
them of their lands. At first considered technologically There is a knock at the door, and Milagros hastily
backward, they have proven extremely adaptable and dries her tears. “Yes... enter!”
now build some of the finest ships in the world. They A servant enters and bows. “Your majesty, Lord
have set up centres of learning that rival the schools of Chellar is here to see you, by your appointment.”
Pendrilor. Further, they have proven skilled at playing “Of course, I shall attend him straight,” she replies.
the rival kingdoms against each other and have allowed The Everchild turns to you. “We’ll discuss this matter
themselves to become a haven for pirates, buccaneers another time, shall we?” she says.
and marauders to further reduce the control of their You bow as she leaves, feeling more conflicted than ever.
would-be colonisers. Turn to 680. Gain the code A94 and turn to 620.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

796 Item Buy Sell


One of your catapult stones inflicts a direct hit on the Soft Boots (Stealth +1) 500 250
deck of the orc hulk. You watch as a great spurt of Reference Book (Lore +1) - 250
water blasts through the hole, suggesting the stone has Warm Cloak (Survival +1) 500 250
crashed through the hull and made a sizable breech. Handsome Brooch (Charisma +1) - 250
The orc hulk sinks with alarming speed, the viscious Prybar 100 50
raiders roaring with surprise and apparently unable Incense - 90
to swim. Soon the unseaworthy ship has sunk to the Bluestone - 45
bottom of the Azure Deep with all hands. Shaking your Engagement Ring - 65
head at the orcs' audacity, and the dreadful condition of Vial of Poison - 50
their ship, you sail on. Gain the code A68 and turn to 851. Dragonyak Horn - 35
Lizard Hide - 25
797 All prices are in silver coins. You can only buy an item
You venture into a dark cave full of strange writing. if it has a listed buy price. Once you have finished here,
It seems to be indicating where some hidden treasure turn to 75.
is located, but warns that searching in the wrong place
will trigger a deadly trap. If you would rather leave this 799
menacing cave alone, turn to 395. Otherwise, to find Your foot crunches on a knuckle bone as you step over
the treasure, make the skill check below. a large skeleton. A skeletal hand suddenly grabs your
Search for hidden treasure (Team check) ankle, its bony claws digging into your flesh. You kick
Skill and DC: Lore (4+) it away, but the damage has been done. Your selected
Successes Required: 8 party member loses 1 Health point. All about you the
If you are successful, turn to 192. If not, turn to 228. bones begin to animate, snapping back into human form.
Your friends leap to your defence as caskets break open
798 and more skeletons appear. Turn to 264.
The marketplace of Saltdad stretches along the Westroad
and is a cacophony of sound. Merchants flail their arms, 800
sometimes physically grabbing you to look upon their The slaves are disappointed that their saviours will not be
wares. Items without a buy price are not available here: joining them but thank you once again for their freedom.
Item Buy Sell With a cheer the crew unmoor their ship and head out
Crude Blade (Fighting +0) 25 10 into the ocean depths. You wish them luck.
Maul (Fighting +1)* 50 25 Gain the code A70. Now turn to 662.
Iron Shortsword (Fighting +1) 200 100
Iron Greataxe (Fighting +2)* - 150 801
Steel Longsword (Fighting +2) - 400 If you have the code A45, turn to 533. If not, read on.
Steel Greatsword (Fighting +3)* - 500 The tunnel continues until it ends at an archway. Clearly
a door used to fill the void, but the petrified remains lie
Shield (Armour +2) 50 25 in pieces on the floor. Beyond the archway is a tomb
Hide Armour (Armour +1) 70 35 where an ancient battle took place. Skeletons lie across
Bone Armour (Armour +2) - 150 the floor, their blades little more than rust. Caskets for
Bronze Armour (Armour +4) - 2000 the dead stand on plinths lining the walls. At the far end

– THE VALLEY OF BONES –


– Legendary K ingdoms –

is an open chest, glittering with funerary gifts to the long 806


departed. Was this what was fought over? And if so, You follow along the ramp as it spirals higher and
why didn’t winners of the battle leave with their prize? higher into the ziggurat. Along the walls is a carved
Sneak into the chamber (turn to 231)? mural featuring snakes and men in joint worship.
Enter the chamber, weapons drawn (turn to 772)? A number of figures seem significant, but the carvings
Go back to the crossroads (turn to 46)? are rather difficult to understand.
Decipher the mural (Team check)
802 Skill and DC: Lore (4+)
If Sar Jessica Dayne is in your party, turn to 401. Successes Required: 7
If Amelia Pass-Dayne is in your party, turn to 139. If you succeed, turn to 104. If you fail, turn to 712.
If Tasha is bathing alone, she scrubs herself clean before
dressing and meeting with the others. Turn to 51. 807
The wheel is heavy, and you strain hard to haul it
803 upwards. No sooner has it appeared above the waterline
You are in an oval chamber surrounded by scattered when the knot on the rope gives way and the wheel
bits of paper. A vault door lies to the north. To the splashes back into the deep. You curse in frustration.
south is a room filled with strange, glowing runes. If you would like to try again to get the cogwheel,
Stairs lead up to the west. turn to 583. Or you can give up in disgust (turn to 82)?
Examine the vault door (turn to 215)?
Check out the room to the south (turn to 484)? 808
Leave the palace (turn to 265)? The family owe the Iron King 200 silver coins, with an
additional 50 silver collection tax.
804 If you have 250 silver coins you can pay the family’s
Where will you travel now? tax (turn to 357) or save money by slaying the guards
North, to Saltdad (turn to 75)? (turn to 554) or simply leave (turn to 75).
Northwest, to join the Westroad to Clifftop
(turn to 511)? 809
West, to the Blackwall (turn to 691)? You are in a kitchen chamber filled with dead goblins.
South to the Granite Hills (turn to 275)? The broth has gone cold.
East to the Withered Steppes (turn to 115)? Leave the kitchen through the north door (turn to 366)?
Leave the kitchen through the south door (turn to 736)?
805
You hurl a mouldy book at the orc’s head. It is a direct hit, 810
but except to brush the hurled book from the pages of the
It might be possible to dispel this enchanted darkness
black book he is reading, the orc does not respond at all.
with the right techniques. For this skill check only
Kill the orc whilst he is reading (turn to 38)?
spellcasters can contribute their Lore skill dice.
Snatch the black book from the orc’s hands
Dispel the darkness (Team check)
(turn to 160)?
Skill and DC: Lore (5+)
Close the door and go somewhere else
Successes Required: 3
(turn to 821)?
If you succeed, turn to 145. If you fail, the darkness

– THE VALLEY OF BONES –


– Legendary K ingdoms –

remains absolute. You manage to scavenge 15 silver time. Eventually you are released, bloodied but unbowed.
coins from the chamber before groping your way to Turn to 700.
the exit. Turn to 93.
813
811 You pass a fine castle-decked carrack, flying the colours
Skallos collapses with a whispered cry of vengeance. of House Mauntell, a powerful family that rules the
There is silence in the chamber at last. Skallos was a dutchy of Pendrilor in Royce. The officers cautiously
well-equipped champion of darkness. You may claim his hail you as they pass, though they wisely stand ready
black plate armour (Armour +3) and take the Skallos for any treachery.
runeblade (Fighting +3, Lore +2). In addition, he wears “What brings you out so far?” you call out as you pass.
a rugged cloak (Survival +2) and has 750 silver coins “We are selling steel for salt,” replies the captain.
in jewellery about his body (add this money to your “Though this is not our normal route. We hear that the
adventure sheet). cargo crane in Clifftop is damaged, so we have sailed
This was a mighty battle. Choose a party member the long way ‘round to Cursus…”
and roll 2 dice. If you roll higher than their maximum, The wind swallows up the rest of the captain’s words
unmodified Health score, increase that score by 1 point as he sails by. Turn to 851.
permanently.
Gain the code A79. As there are no more exits from 814
this chamber, you leave the way you came. Turn to 165. Fresh sea breezes blast through your hair as you stand
proudly at the helm of your ship. To the north lie the
812 impenetrable Lhasbreath jungles, monkeys leaping
You rush the guard, pulling him to the ground, and from tree to tree above the perilous clifftops, scaring
kicking his whip away. Alas, more guards are never far bright-plumed birds from their resting places.
away and soon the room is filled with sweating, swearing The Azure Deep stretches in all other directions as
soldiers who restrain and beat you as the other slaves far as the eye can see. Roll a die.
look on. Each character must lose 2 Health points. If On a 1 or 2, turn to 536.
this takes any character below 1 Health they stay on 1 Otherwise you may steer the ship west (turn to 21)
Health. The guards will not beat you to death... this or east (turn to 516)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

815 1 point. Thanking the dread sorcerer for his time, you
Your threat about the guards unnerves Tommul. A depart. Gain the code A89 and turn to 265.
distant sound of whipping and the crash of a cell door
make him jump. Swearing to savour his revenge 819
at a more opportune time, he quickly slips away. Brash is almost in range of the thief, when the murderous
You breathe a sigh of relief and make your way back to fellow pulls a throwing knife from his belt and hurls
your companions. Turn to 157. it straight towards Brash! If Brash is alone he loses 3
Health points, and turn to 60. If there is at least one
816 other party member in the chase, choose someone to try
With the hounds dead you rifle though the crates. and save Brash and then turn to 463.
There is a good deal of spare clothing and foodstuffs
here, as well as a large crate that holds a few shovels. 820
Evidently most of the shovels have already been You mention the heavy vault door you couldn’t open in
removed. There are certainly enough supplies here for the Palace of Unbraaki, and ask if Brekken might be able
three or four dozen orcs for quite some time... to help you. “For the usual split of fifty-fifty, I don’t see
Fortunately, there are also some valuables, including why not,” he muses.
400 silver coins a grey talisman and some soft boots If you would like to accept his help, record the code
(Stealth +1). Gain the code A65. A12. Brekken will make his own way separately to the
Once you have looted your fill, turn to 736. palace and meet you there for the heist.
Now turn to 75.
817
This level of the mines appears untroubled, and the 821
miners have experienced no new attacks since you You have entered a small, empty room, with two doors
visited last. It is time to move on. Turn to 135. in the western wall, and a single door in the east.
Go through the northwest door (turn to 719)?
818 Go through the southwest door (turn to 507)?
Unbraaki’s eyes rise in astonishment as you produce the Go through the east door (turn to 366)?
black prism. He eagerly snatches it from your grasp
(cross it off your equipment list). “You have done well... 822
very well indeed,” he purrs, almost seeming to stroke the You are travelling along the Northroad, a built-up
prism with his thin hands. “The Everchild shall have highway that links the main cities of the valley. In the
my soldiers. She may dispose of them as she wishes.” distance the slab-like black temples of Cursus can be seen,
Add the following soldiers to the Saltdad barracks. dominating the horizon like thugs. Priests of Cursus
Unbraaki’s soldiers are dependable, professional soldiers, are common here, and they move up and down the
who obey orders well. caravans collecting their taxes as they go. Soon you are
approached. They intend to levy a ‘luxuries’ tax upon you.
Spears of Unbraaki – Strength 3, Morale 4 If you have the code A100, turn to 362.
If not, read on.
Gaining Unbraaki’s support has been quite an Count the number of items on your adventure sheet
endeavour. Choose a party member roll 2 dice. If the that grant a +2 or greater bonus (ignoring shields, as
result is higher than their Lore skill, raise their Lore by these are considered commonplace). For each such

– THE VALLEY OF BONES –


– Legendary K ingdoms –

item you must pay the Cursite taxmen 100 silver coins. 825
Only items being carried by your party members count. You swim uncertainly through the pitch dark tunnel,
Items in The Vault are safe from their eyes! but become concerned that you are merely plunging
If you cannot or will not pay the taxmen, turn to 109. further into an airless void. You turn back, your lungs
Otherwise, grumbling at the greed of priests you march bursting. By the time you re-emerge out of the tunnel
on having paid the extortionate tax. Turn to 458. you are coughing out water painfully. Lose 2 Health
points. Your comrades console you as you make your
823 way through the dry tunnel. Turn to 523.
The Grand Ziggurat is now under the control of the
Everchild. Although priests of Cursus still administer 826
the city, slowly the restrictive laws and cruelty of the old If you have the code A16, turn to 853. If not, read on.
regime are being undone. The fabled vault of Cursus At your mention of the Everchild the king calls for quiet.
has been emptied into the Saltdad treasury, and the He summons his most trusted advisors and retreats to
zealotry commission has been closed. No longer the a large throne made of dark jungle wood. Drinks are
centre of power that it was, there is very little for you brought for you, and Scarrenden sees to it that you are
to do now in the Grand Ziggurat. made comfortable before the negotiations begin.
When you are ready to leave, turn to 340. “I know this girl,” confirms King Scarrenden,
glugging wine from a dragonyak horn. “She called
824 herself Milagros then. About a year ago the treacherous
There is a terrible groan from the rope bridge as you forces of Cursus attempted to ambush and burn my city
reach the midway point. On the far bank you can see to the ground. That young girl tried to warn me, but
one of the wooden posts pull itself out of the earth. I had her enslaved and sent to work on the fields. She
You have only moments to escape. held no malice, and in the aftermath of a bitter battle
Dash to the far side (Team check) against the patriarch’s forces she saved my life with her
Skill and DC: Survival (5+) healing magics. As she tended me, she spoke of her
Successes Required: 3 vision of a united valley, free from the arbitrary tyranny
If you succeed, you manage to run across the bridge of the desert kings.”
and jump clear onto the far bank, just before the rope Scarrenden laughs and shakes his head. “To my face,
bridge collapses into the raging river (turn to 450). she called me a tyrant and an ogre. Yet still... the girl’s
If you fail, you plunge into the river and are instantly vision was a powerful one. I gave the girl her freedom
swept violently downstream. Each party member for saving me, and yet it seemed too small a reward for
must lose 3 Health points. Then roll a die for each such a virtuous act. However... I cannot support her in
piece of equipment on your adventure sheet. On a this rebellion. Her followers are ex-slaves and pacifists.
1-3 that item has fallen into the river and has had to Her gentleness does her credit, but it is force and iron
be discarded (cross it off your adventure sheet). On a that rules the valley. I will not strip soldiers from my
4-6 you manage to hold onto the item. Also, half your realm with Cursus at my back.”
silver coins have been washed away. “Much has changed since then,” you insist. “The
You finally manage to drag yourself onto the Everchild’s army is growing. Her followers include great
riverbank, sodden and dejected. But where are you? warriors and strategists. If you ally with her, you may
Turn to 346. present a united front against Cursus. You do not have
to fight alone anymore.”
The king thinks for a few moments, addressing his

– THE VALLEY OF BONES –


– Legendary K ingdoms –

councillors whilst you are presented with more drink. At the last meeting he proposed to her, offering her
Eventually he rises, ready to make his judgement. “If the a valuable engagement ring. Foolishly she accepted,
Everchild has become so mighty,” he decrees, “she must and after that everything went disastrously wrong.
prove it. It is strength my people respect. Bring me the Agents from Dulcimer’s family investigated Akini,
head of a terrible monster – the most dreadful that can discovering her humble origins. Dulcimer was furious
be found in the land. If it is impressive enough, I shall at being tricked and demanded the return of the ring.
not only swear my soldiers to her, but also my crown.” Alas, Akini’s house was robbed, and the engagement
If you have a dragon’s head, turn to 40. ring went missing. Naturally Dulcimer presumes that
If not, there is nothing more to do here. Turn to 775. Akini sold the ring, so his rage deepened.
Dulcimer has demanded that Akini present herself at
827 his house to be tortured and killed. To apply pressure he
All that is left of the Temple of the Unbroken is a pile has kidnapped her beloved aunt, who now lies in chains
of shattered stones. Musing that its name might have in Dulcimer’s dungeon. A prickly situation indeed!
to be changed you make your way onwards. Offer to negotiate with Dulcimer on Akini’s behalf
Turn to 860. (turn to 384)?
Attempt to rescue Akini’s aunt from the dungeon
828 (turn to 524)?
Challenge Dulcimer to a duel for his knavish behaviour
Eventually you manage to get the goblins on your side.
(turn to 872)?
They are being enslaved by the orcs, whose leader resides
Or do you have no intention of getting involved
in a room to the south. The orc leader is a very fierce
(turn to 75)?
warrior, by all accounts, and the goblins greatly fear him.
However, he does possess the key to the tribe’s storage
830
cave. The goblins would be delighted if the orcs would
conveniently disappear. Gain the code A62. Something goes wrong with your counter-spell. The
If you have a vial of poison and would like to use it, runes suddenly flash brilliantly and you are knocked
turn to 486. unconscious. Each party member must lose 2 Health
If not, you bid the goblins farewell and move on. as they tumble off the roof and onto the ground.
Leave the kitchen through the north door (turn to 366)? The guards, alerted by the bright light, swarm round
Leave the kitchen through the south door (turn to 736)? and capture you.
Turn to 55.
829
831
The girl is Akini, a serving girl for Lady Kiros in the
wealthy part of the city. She is crying because she Amelia raises her hand and makes a pushing motion
has fallen in love with a nobleman called Dulcimer. in the air. Suddenly the dagger flies off target and
Apparently she stole a dress from her lady to go dancing thuds into a laundry basket. “Thanks!” smiles Brash,
at the Feast of Cursus. Entranced by her beauty and the continuing his dash. “Welcome,” pants Amelia, low on
good manners she learned from her service, Dulcimer breath after her magical effort.
fell in love with Akini. It should have ended there, but Brash will not forget this. Note in Brash’s notes
Akini, flattered by the attention, continued to borrow box that he has gained a heart for Amelia Pass-Dayne.
dresses from her lady so that she could appear at other Amelia Pass-Dayne also gains a heart for Brash.
social gatherings before him. Turn to 60.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

832 result, this is how much extra money you have made
The mercenaries thank you for your offer, but politely on the heist.
decline. They have no ill will towards the Everchild, If there are any items on the list that you wish to
but they did not come all this way not to fight. “You are own after selling them, you can buy them here at the
outnumbered,” the captain says flatly. “The odds sit in listed price.
our favour. In the long run we shall make more money You have learned much on this mission. Choose a
through service than through treachery.” character and roll two dice. If the result is greater than
You are escorted safely back to the Everchild’s camp. your Stealth skill, increase your Stealth by 1 point.
At least the mercenaries are honourable. You only hope Now turn to 75.
they are not as fearsome as they seem. Turn to 301.
834
833 The king is generous to those who impress him. If
Did any party member have a silver idol written on you have less than 100 silver coins, the king will top
their sheet? Alas, this idol has been cursed, and the up your money to this amount. If you do not have
character handling it must lose 1 from their Survival even a single weapon in your party, he will gift each
skill permanently. Ignorant of this loss, for the moment, party member with a crude blade (Fighting +0).
you rendezvous in the storm drains of Saltdad with If you benefit from both of these charitable actions,
your ill-gotten gains. You lay out your valuables, which the merciful king will also provide one party member
Brekken will estimate into a cash value. with a suit of bone armour (Armour +2). Thanking the
king for his mercy, you bow and depart. Turn to 775.
Item Value
Bronze Scorpion 25 835
Calligraphy Ink 100 There is an almost full crowd in the huge arena, with
Gold Portrait 125 rich and poor alike rubbing shoulders on long wooden
Golden Candlestick 75 benches. On the sandy and bloodstained floor of the
Jewellery Box 250 arena are a number of bones and skulls, artfully left to
Precious Tomes 150 bleach in the sun. You can see that all ten gatehouses
Silver Idol 50 have opened, disgorging teams of poorly armed slaves.
Some are fearless men and women from Chalice, who
Brekken’s gang has found 500 silver coins worth
do not so much as flinch as the crowd roars for their
of goods. You are presented with 250 silver coins.
blood. Bold barbarians of Lhasbreath hold their arms
Now add up the value of all your goods and halve the

– THE VALLEY OF BONES –


– Legendary K ingdoms –

and weapons high as they seek endorsement from the 838


bloody-minded crowd. Most of the ‘warriors’, however, You project just the right balance of confidence and
look more like frightened peasants, mere fodder for the deference to convince the hungry slaves. Between you
skilled warriors of the arena.
the goat is divided up, ensuring a handsome meal that
Sitting high above the arena, upon a throne-like
will keep up your strength in this terrible place. In
seat, is the Iron King himself, a black-bearded middle-
addition, Tommul, the gang leader, agrees to maintain
aged man, his jagged iron crown sitting proudly on his
your alliance in the struggles to come.
skull. Next to him stands his bodyguard, the fearsome
Malronac the Deathengine. The solid-metal golem Gain the code A3 and turn to 865.
was cast in the elder age of sorcery and has turned aside
the blades of a dozen assassins. At a cold and distant 839
motion from the king, the battle begins. The book is extremely interesting. It begins with a
One team of excitable youths from the gate adjacent preface that hints at the reason for the existence of evil,
to you make a sudden rush, hoping to catch you off- and from that, the very purpose of life itself. It is written
guard. The crowd roar in joy – the bloodshed is about in an attractive vernacular that is very similar to your
to begin. You must fight. own speech, each page providing just the tiniest clue
to the solutions of all humanity’s problems. The read is
Opponent Attack Def Health so engrossing you have stopped hearing the shouts and
Slaves 4 (5+) 3+ 15 screams of your companions to close the book.
Leader 3 (5+) 4+ 5 If your chosen party member is Akihiro, and he has
If you win, turn to 107. achieved Enlightenment, turn to 173. Otherwise make
the skill check below:
836 Break off from the book (Individual check)
There is a ghastly scraping sound as the hull of your ship Skill and DC: Lore (5+)
is ripped by the hidden rocks. Your ship loses 9 Health Successes Required: 2
points. If this reduces your ship to less than 1 Health If you succeed, turn to 146. If you fail, turn to 65.
point turn to 398. Otherwise your crew desperately
attempts to repair the nasty gash in the side of your 840
ship. You hastily change course away from the harbour. You’ll not find much in this bleak desert.
Turn to 851. Where will you travel now?
West, to Lhasbreath (turn to 775)?
837 North, to the Tumblestones (turn to 137)?
The other slaves in the line, bloodthirsty gladiators, Northeast, to the Granite Hills (turn to 275)?
throw themselves into the fight, outraged that East, to Lhasbreath Oasis (turn to 590)?
newcomers have dared laid hands on them. The guards Southeast, towards the Mordain ruins (turn to 515)?
have to call on considerable reinforcements to quell
the riot, including the guards watching the gatehouse. 841
You have given the other team the opportunity they You drop to your knees in exhaustion. The battle is won
need. Now it’s their turn! and you are triumphant. Feel free to take the dragon
Turn to 456. head as a memento of your glorious struggle. You
eagerly sift through the dragon’s treasure. Although
much of it is merely old bones, you still manage to find

– THE VALLEY OF BONES –


– Legendary K ingdoms –

1000 silver coins, a glittering necklace (Charisma +2), There is nothing more to be done in this room.
and a steel longsword (Fighting +2). You return to the crossroads (turn to 310).
This was a mighty battle. Choose a party member
and roll two dice. If the result is higher than their 846
Fighting skill, raise their Fighting skill by one point. Goblins live in swarms in the caves, and it is not
Gain the code A27. long until a large band of them track you down.
Peering deeper into the chamber you can make out At least three dozen of the little swines holler down the
where the dragon came from. It has dug a tunnel under mountainside, screaming a war cry. You must fight!
the mountains, that looks like it is so long it might go
all the way to Drakehallow in the north. If you wish Opponent Attack Def Health
to follow this tunnel turn to Drakehallow 33. Nasty Goblins 7 (5+) 4+ 10
If you dare not enter that strange land (or do not have Ugly Goblins 6 (5+) 4+ 11
the book), you must return to the mine lift at 135. Vicious Goblins 8 (5+) 4+ 9
Goblin Archers Special 4+ 8
842 Note: The goblin archers do not attack in hand-to-hand
Screaming in anger you wrench the monkeys away, combat but will try and shoot party members if they
throwing them into bushes or kicking them into the are not kept busy. If, at the end of the combat turn,
air. They howl and scratch at you, but do not manage the goblin archers have not taken any damage, they
to get their hands on any of your valuables. Each party unleash their arrows. Choose two party members to lose
member must lose 1 point of Health. 2 Health points – armour cannot reduce this damage.
Finally, the monkeys break and scatter, chittering If you win, turn to 15.
and scowling at you all the way. Bleeding and scratched
you make your way onwards. Turn to 740. 847
Clearly, fighting your way inside is impossible.
843 There are two likely ways in.
The kensai are unimpressed with your amateur You could dress as servants and try to bluff
philosophising. They half-draw their blades to show your way into the compound (turn to 902),
they are serious. Still the mourners will not disperse. or you could wait until nightfall, climb the walls
Slowly back away (turn to 616)? and sneak inside (turn to 780)?
Defend the mourners, even if it risks your lives
(turn to 367)? 848
Steering the boat in the howling winds and crashing
844
waves is an exercise in strength and judgement.
The king nods and snaps his fingers. A purse of 250 Yet miraculously you manage to navigate the random
silver coins is placed into your hands. At this the king currents and reach the base of the rock. The man, dressed
barges past you to continue his revelries elsewhere. You in what must have once been a fine gown, leaps from
bow and leave the merry monarch to it. Turn to 775. the rock into the back of the boat, too exhausted to even
raise an oar.
845 After an equally tiring return trip you are hoisted
There are no skeletons in a good enough condition to back aboard. The man eventually regains his wits and
animate in this room. thanks you. “I was the resident sorcerer aboard the

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Hungry Echo, a greatship out of Dagon in Drakehallow,” around they are in a considerable state of confusion, but
he explains. “We were after salt, but the cargo crane in they seem to have recovered their wits. You vow never
Clifftop no longer functions, so we diverted to Cursus. to look at the book again! Turn to 821.
Alas, we were caught off guard by the high winds off the
cape and ran aground. I fear I am the only survivor.” 851
You confirm, sadly, that you have found no one else You are sailing south of the ruined city of Mordain.
alive. Indeed, even the wreck of the greatship has been
The faces of its ancient kings are carved into the cliff
dragged off the rocks and sunk to the sea floor. “I have
walls, seeming to leer out to sea. To your surprise the
nothing to give you, unless any of you are also students
harbour still looks relatively intact, though the rocky
of magic? I was a competent naval sorcerer, skilled at
shoals around the bay would make any attempt to pull
sinking enemy boats. If you wish I can teach you a few
tricks of the trade?” into the dead city hazardous.
Any of your spellcasters can add this spell to their Attempt to dock in Mordain’s harbour (turn to 175)?
spellbooks if they wish, but remember that you cannot Sail west along the coast (turn to 516)?
have more than six spells in a single spellbook at any Sail east towards Cursus (turn to 499)?
given time. This spell can only be cast during sea combat.
852
Warp Wood (Sea Combat) Although the people live in fear, the city is quiet. Perhaps
You utter a spell to twist and split this is the calm before the storm? Turn to 75.
the hull of an enemy ship.
Choose an enemy ship to lose 3 Health. 853
Recharge: 50 silver You talk to the king about the Everchild’s current progress
in retaking the valley. He asks after his men, and whether
The wizard will travel with you until you reach your
they are serving with honour. If the Lhasbreath Berserkers
next port. Now turn to 240.
have been routed from the queen’s forces you may replace
them with some Lhasbreath Barbarians, below. If the
849
queen is careless enough to lose these forces as well, the
You proceed down the tunnel which winds like the coils surly king will provide no more reinforcements.
of a snake. Ahead of you there is an old coffer, decorated
with serpents carved in silver. You are wary, though. Lhasbreath Barbarians – Strength 3, Morale 2
The party member at the front of the team must make
the following skill check: You thank the king for his time and service to the
Check for traps (Individual check) Everchild, and then depart. Turn to 775.
Skill and DC: Stealth (4+)
Successes Required: 2 854
If you succeed, turn to 599. If you fail, turn to 546.
You enter a filthy looking cave, filled with broken pottery,
dead spiders, cobwebs and other detritus. It looks to have
850
been well looted. The only way to see if anything has
Your companion sprawls to the floor unconscious. been missed would be to rummage through the remains.
You kick the book away and drag your fellow into the If you wish to do this, turn to 405.
room outside. Binding their hands, in case of further Otherwise make your way onwards. Turn to 395.
madness, you gently wake them. Put your cursed party
member on 2 Health points. When they have come

– THE VALLEY OF BONES –


– Legendary K ingdoms –

855 “If you are ever to throw off your family’s curse you
If you have the code A31, turn to 403. If not, read on. must be stronger than that,” says Honnu, making his
The harbourmaster is looking depressed as you locate way back up the steps to the temple. “If you can reach
me, alone, I am ready to begin your training anew.
him in his shack. “Don’t ask about cargo transfers,”
If it is not important to you, then leave.”
he grumbles. “The crane broke a few weeks ago.
You see the monks snarl, clenching their fists. They
Without it, it’s impossible to load cargo to and from the
seem unwilling to part.
city. The large bronze cogwheel slipped its bearings
Fight your way past the monks (turn to 386)?
and rolled down the cliff into the sea. And no, we can’t Or depart (turn to 450)?
make another one. Not without the original to make
a mould out of.” 857
“Where did it fall into the sea?” you ask. “Maybe
If you have the code A87, turn to 283. If not, read on.
it can be retrieved.”
You open the door into a grisly chamber, whose south
The harbourmaster takes you to the end of one of
wall is open to the air. A large rack has been built here,
the piers and points at a location some distance off. “It and the stretched-out body of a Lhasbreath barbarian
bounced off the jetty and into the sea. You’ll need a is upon it. The fellow is quite dead; clearly he has been
ship to find it.” tortured to death.
You grumble in frustration at the primitive facilities Examine the body (turn to 274)?
here. Gain the code A32 and turn to 703. Examine the missing south wall (turn to 645)?
Return to the crossroads (turn to 566)?
856
If you have the code A53, turn to 252. 858
If you have the code A52, turn to 600. You are in a blistering wilderness of desert sands, far to the
If you have the code A51, turn to 786. south of the city of Saltdad. Keeping track of direction
If you have the code A50, turn to 287. in the desert is a formidable challenge, as the hazy heat
If not, read on. tortures the horizon into swirls of shimmering air.
It has been many years since you set foot in a temple Navigate the desert (Team check)
in Chalice. Last time you were here you pledged your Skill and DC: Survival (4+)
spirit to become a kensai, a sword saint. However, just Successes Required: 4
like your father and his father before him your soul was If you succeed, you manage to stay on course. If you fail,
found wanting, and you were cast out of the temple in you drain your water supplies as you go round and round
disgrace. You were unable to achieve enlightenment, a in circles; each party member must lose 1 Health point.
vital step to becoming a holy warrior. There is said to be Whether you succeed or fail, roll a die.
a curse on your family, that prevents the first-born son On a 1-2, turn to 166. On a 3-6, turn to 804.
in your line from achieving perfection.
You see a gang of monks, recognising you, move to 859
block your approach to the temple. You feel shame rising
You invoke your spell, concentrating on hard on your
in your throat, and make ready to leave, when a familiar
destination. You can feel the portal links that connect
old man bustles his way between the young monks. “So
to this location. Where will you travel?
quick to leave us, Akihiro? Surely you have not travelled
The Library of Chalice (turn to 680)?
the world merely to shun your home?” It is Honnu, a
The city of Longport (turn to Crown and Tower 321)?
wise old monk, and once a kensai himself.
Dagon (turn to Drakehallow 230)?
“I'm unwelcome here,” you say, eyeing the other monks.
Animus Mast (turn to Drakehallow 600)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

860 member must lose 3 Health points.


You are not sorry to be leaving the Temple of the “Who dares disturb Imopposh the Mad?” he roars,
Unbroken. Where will you go now? witchlights burning in his eyes.
Go north, into the Withered Steppes (turn to 115)? Repel the spirit with a Talisman of St Elias
West, into the desert (turn to 202)? (turn to 434)?
South, towards the coast (turn to 657)? Engage the undead horror in battle
East, towards the Northroad (turn to 822)? (turn to 563)?

861 863
You have returned to the comfortable room with the It takes a confident explorer to blaze a new trail through
fireplace. There are exits in the north and east walls. an unfamiliar jungle.
Go through the north door (turn to 23)? Navigate the jungle (Team check)
Go through the east door (turn to 755)? Skill and DC: Survival (4+)
Successes Required: 6
862 If you succeed, turn to 779. If you fail, turn to 462.
You cautiously enter the chamber, tiptoeing around
the fragile urns, the casket beyond seeming to crumble 864
merely from the vibrations of your footsteps. Suddenly Lost and dehydrated, you wander helplessly through the
the casket explodes, sending showers of wicker and Salt Plains, desperate for water or civilisation. Roll a die.
dust across the room. Emerging comes a figure of Each party member loses that much health. If any party
nightmare, a ghastly undead shade composed of members die you can take equipment from their bodies.
shadow, bone and choking dust. Now roll a die:
1-2 Turn to 307.
3-4 Turn to 120.
5-6 Turn to 479.

865
You are almost relieved when the cruel overseers of
the arena call you out of the filthy living hall for your
first battle. You are fed water by children wearing neck
chains in a narrow, dusty chamber, who present it to
you in deep bowls from which you are expected to slurp.
One of the children, a pretty blonde girl called Milagros,
quietly advises you to keep to the edge of the arena and
not to engage in the central melee.
“Don’t use magic,” she hisses. “They’ll take your
tongue...”
Guards push you on before you can question her
further. You are unchained and shoved into one of
He ululates a mystic cry, a hideous rune appearing in the gate-rooms. Through the heavy portcullis you can
the air, before shattering over your party, pricking your hear the crowd muttering in anticipation. You can see
flesh as if a thousand hornets had stung you. Each party a number of crude weapons laid out for selection. Any

– THE VALLEY OF BONES –


– Legendary K ingdoms –

party member may take a single crude blade (Fighting make the following skill check.
+0). In addition, a single shield (Armour +2), and a Steal some chain cutters (Individual check)
maul (Fighting +1)* are here to be taken. Remember Skill and DC: Stealth (4+)
that the maul is a two handed weapon (because its name Successes Required: 3
is followed by a ‘*’) and the party member wielding it If you succeed, you manage to cut off the chains
cannot use a shield at the same time. from your companions and slip away into the desert.
All too soon the portcullis opens to a roar from the Turn to 725.
crowd. Blinking in the glare of the sun, you emerge into If you fail, you are caught and lashed for your
the deadly arena. Turn to 835. impudence. Lose 2 Health points. There's no alternative
but to try again another day. Make the same skill check,
with the same or a different party member. Each time you
fail your selected party member will lose 2 Health points.
It is possible to be whipped to death – escaping slaves
receive no mercy!

867
If you have the code A40, you find the commission
abandoned (turn to 574). If not, read on.
You catch the zealots deep in arguments over the
proper punishment for a foreigner who has shown
disdane towards a Cursite temple. Some moderates
suggest merely the removal of a toe would be appropriate.
Various forms of grisly death are suggested by the
majority. As you enter, the High Zealot himself rises
in fury. “You’d better have a good reason for disturbing a
meeting of the Zealotry Commission! Or it’s a hundred
strokes of the whip across your back!”
If you have the scrolls of Cursus, turn to 727.
If you don’t, but you do have the ring of the patriarch,
turn to 312.
866 If you have neither of these items, turn to 521.
You are labouring on a weed-filled crop farm in Clifftop,
the whips of a dozen overseers caressing your backs 868
should you waver in the slightest. Your treatment is If you have been to the palace before, turn to 17.
appalling, and malnutrition and dehydration take their If not, read on.
toll on your whip-streaked bodies. Each party member The Iron King sits upon a stone throne, a jagged iron
must lose 4 Health points. If this drops a party member
crown perched upon his wide head. He is surrounded by
below 1 Health point, put them on 1 Health. You will
bronze-plated bodyguards and long-robed councillors,
not be whipped to death... yet.
who constantly whisper in his ear even as he speaks.
Clearly you will die if you cannot escape. Biding your
You are pushed onto your knees by his guards as he
time, you attempt to steal some chain cutters from the
overseers while they are whipping some other slaves. surveys you coldly.
Choose a party member to make the attempt, and then “I have use for people like you,” he concedes.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

“The treasury of Saltdad pays heavy tithes to the 870


priests of Cursus. We are a vassal state and must pay You stroll towards Amelia just in time to swat a soldier’s
our dues. However, the amount of our tithe varies with hand away from her bottom. “She didn’t ask,” you say
each year, and there is room for negotiation as to exactly dryly, pushing him away. “Come on Amelia, wine’s off.”
how much the state should pay. I wish you to speak You haul her up into your arms, Amelia practically
with Mannus, keeper of the holy purse in Cursus. Let snoozing as soon as she is in your embrace. You carry
him know that the Iron King understands he is under- her through the palace, towards her chambers, Amelia
appreciated in the church, and that he would stand to reaching up to cradle your face. “You’re kind to me,” she
gain much if he became our friend. Gift him with this, slurs. “No one was kind to me in Fosterly Castle.”
to demonstrate our goodwill, and negotiate a good tithe “They’re idiots in Fosterly Castle,” you grunt.
on our behalf. Do this, and you will earn my friendship.” You tuck Amelia Pass-Dayne into her bed, but she
One of the king’s councillors presents you with an holds onto your hair clumsily. “You’re so beautiful…”
iron sceptre. “You’re so drunk,” you reply, smiling.
“Go now,” intones the king. “And do not return Amelia suddenly looks serious. “Will you always
without good news.” look after me, Tash?”
Bowing all the way out, you leave the king’s presence. You blink, finding it hard not to stare at Amelia’s
Turn to 75. shapely body. “Good night, Amelia,” you say, swallowing,
untangling her hand from your hair. Shaking your head
869 to clear it, you make your way back to the party. Note in
If you have the code A48, turn to 34. Amelia’s notes box that she has gained a heart for Tasha.
If not, read on. Tasha also gains a heart for Amelia.
The tunnel continues until it comes to a door, which is Now turn to 280.
slightly ajar. Creaking it open you emerge onto a walkway
around a large burial chamber. Flights of stone steps 871
descend onto the lower level, from which a crunching and You dash to the foot of the palace, staying low and
munching sound can be heard. Feeding on dry bones quiet as guards patrol in the garden behind you. The
you can see a pack of ghouls at work among the skeletal windows on the ground floor are all securely shut, and
remains of the ancient dead. They have broken open you dare not break them and alert the guards. You hear a
the green stone tombs and are munching on prince and skittering sound above you. Looking upwards you see the
pauper alike. They gaze up at you with hungry eyes. astonishing sight of dozens of tiny monkeys scampering
Living flesh will fill their bellies just as well. out of an open window in the roof of the palace. It looks
If you have the talisman of St Elias, turn to 407. to be a permanently open space for them to come and
If not, read on. go as they please.
The ghouls scream in hunger and bound towards The fine ornamentation of the woodwork aids your
you on the stairs. climb up towards the window. Around the outside of the
window frame, soft magical runes glow in the darkness.
Opponent Attack Def Health You surmise that the runes are designed to allow monkeys
1st Ghoul 6 (4+) 4+ 13 to pass through, but keep anything else out.
2nd Ghoul 5 (4+) 4+ 13 Try and dispel the runes (turn to 229)?
3rd Ghoul 5 (4+) 4+ 14 Speak with one of the monkeys (only if you cast the
If you win, turn to 651. Animal Speech spell, turn to 732)?
Or abandon your attempt on the palace (turn to 265)?

– THE VALLEY OF BONES –


– Legendary K ingdoms –

872 876
You march boldly to the house of Dulcimer, demanding Cautiously you poke a hung-up skeleton. It falls to the
that the rogue come out and fight an honourable duel ground and shatters. It appears to be inanimate.
with you. If you have Sar Jessica Dayne in your party, Examine the coffin (turn to 414)?
turn to 111. Otherwise your offer of a duel is rudely Go through the north door (turn to 717)?
refused by the guards. “Dulcimer will not sully his hands Go through the south door (turn to 18)?
by fighting commoners and witches,” they say plainly. Go through the south-west door (turn to 127)?
Despite hurling insults at his window you cannot make
Dulcimer appear, and soon a patrol of the Iron King’s 877
guards move you on. Turn to 468. The wizard’s eyes flick open as you approach.
He attempts to yell for aid. You have only one chance
873 to save the war and yourselves.
You have returned to the alchemical laboratory. Slay the wizard (Individual check)
There are no more potion ingredients here, so there is Skill and DC: Fighting (4+)
nothing you can do but move on. Successes Required: 5
Pass through the door in the western wall If you succeed, turn to 655. If you fail, turn to 440.
(turn to 256)?
Return to the corridor through the east door 878
(turn to 755)? There are 200 silver coins and a handsome brooch
(Charisma +1) in the bag. But can you really keep such
874 stolen property? If Akihiro is in the party, turn to 622.
This has been a tough fight against many skilled Keep the loot (turn to 250)?
opponents. Choose a party member and roll a die. Return the loot to its owners (turn to 622)?
If the result is greater than their Fighting ability score,
raise their Fighting by 1 point. 879
The mourners are shocked that anyone would so You dash through the trees, attempting to batter away
brazenly fight and kill a kensai. They disperse before any monkeys that get close to you. Your mules bray,
you, abandoning the casket on the ground. The kensai and the scholars desperately attempt to push monkeys
master had a well-made steel longsword (Fighting +2) off saddle bags and crafty hands from baggage straps.
which you can take, if you wish. Otherwise, you had Soon the monkeys begin grabbing your faces and
better flee the scene before more guards arrive. tangling your hair. They are biting too. This is getting
Turn to 450. out of hand!
Fight off the monkey pack (Team check)
875 Skill and DC: Fighting (4+)
Only the most consummate liar could get away with Successes Required: 7
this one. If Brash is in the distraction team, turn to 35. If you succeed, turn to 842. If you fail, turn to 671.
If not, the guards flatly refuse to believe you. You are
given the customary harsh beating and sent on your way. 880
Each member of the distraction team must lose 2 Health You must steal into the night, staying clear of the
points. Turn back to 169 and choose something else. vigilant forces of Cursus, and find a way into the
tent of Descantos. Only members assigned to the

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Assassination team can make this check. unwounded Health by 1 point. The sun rises a rich red
Sneak past the army (Team check) on the eastern horizon, and your companions emerge
Skill and DC: Stealth (4+) from the tent to greet you, now that the fear cast by the
Successes Required: 7 revenant has passed. You inhale deeply. It is a new day
If you succeed, turn to 365. If you fail, turn to 226. for you, from now until the end of your days. Turn to 840.

881 883
The temple is shaking itself apart! You must get out of Benches line the wall of this small room, each with a
here before you are buried alive. You scrabble across the number of hooks upon which hang mouldy rags. Only
rubble-strewn floor up to a large hole in the side of the one garment has weathered the test of time, a warm
temple. You will have to escape from the ziggurat even cloak (Survival +1). Take it, if you wish, and then
as it is shaking itself to pieces. continue down the tunnel. Turn to 647.
Escape the temple (Team check)
Skill and DC: Survival (4+) 884
Successes Required: 5 There are many deep clefts in the earth that you can
If you succeed, you manage to dash out of the choose from.
chamber and down the steps of the ziggurat before it Explore a great canyon (turn to 605)?
collapses (turn to 517). If you fail, you must roll one die Explore a smaller crevice (turn to 689)?
and reduce the Health scores of all your party members
by that amount as rocks fall and slabs of stone crush you 885
as you run. If you survive, you manage to force your way As you turn the handle of the door you find it wrenched
out. Turn to 517. out of your hand. Orcs and goblins come pouring out,
bowling you to the ground in an aggressive ambush.
882 It seems that they were waiting for you!
Your blades clash as fast as fury, a blur of steel on steel.
Your father cannot keep up with the speed of your blows. Opponent Attack Def Health
Your balanced mind is like a fortress, thwarting his Orc Leader 7 (4+) 4+ 14
attacks whilst strengthening your own. The end comes 1st Orc 5 (4+) 4+ 8
suddenly, your blade cutting through his ghostly torso, 2nd Orc 5 (4+) 4+ 9
to split his form in two. The revenant unleashes a howl 3rd Orc 4 (4+) 4+ 11
as its form begins to fragment. Goblins 7 (5+) 4+ 10
“This is not the end!” vows the revenant. “It was the Notes: For this battle, your opponents attack first.
dark one’s will that we serve him! One day, you too shall If you win, turn to 669.
bow to him in death.”
“Begone, old man!” you bellow. “Get you to your rest!” 886
The revenant gives a sigh, his blade thudding into You scan the horizon for landmarks. There are none.
the sand, his spirit dissolving. The cold... the damnable cold gnaws at you.
You are surprised to see that the sword remains Choose a party member to lose 1 Health.
when the ghost departs. You may take your father’s North (turn to 537)?
masterwork blade (Fighting +3) if you wish. West (turn to 589)?
Cross off the code A51 and gain the code A52. South (turn to 692)?
Also, increase Akihiro’s Fighting and maximum, East (turn to 273)?

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887 Go east, to the Tumblestones (turn to 137)?


Your old excavation lies here, baking in the sun, the sand Go southeast, to Lhasbreath (turn to 775)?
slowly reclaiming it. You would not be pleased to return, Head south, into the jungle (turn to 370)?
so you make your way onwards. Turn to 515.

888
From across the water, Amelia’s eyes burn into Tasha’s.
The pirate woman cannot escape the idea that the bastard
girl is somehow jealous of this rather intimate moment
she is having with her sister. She turns her head as Tasha
goes to speak, wading towards the bank. “Hadn’t we
better get going?” she says sharply.
Note Amelia Pass-Dayne loses a heart for Tasha.
The moment is ruined, so it’s time to move on. Turn to 51.

889
This will not be an easy battle. The Everchild and her
followers will handle half the thieves, whilst you handle
the others.

Opponent Attack Def Health


Thieves 10 (5+) 3+ 20
Brekken 5 (4+) 4+ 9
If you win, turn to 328. 891
You desperately chant, hoping some kind of holy blessing
890 will restore your control. The stronger willed and most
If you have the code A88, turn to 710. If not, read on. knowledgeable members of the party can resist for a
You have arrived on the outskirts of the Palace of time, but inevitably the skull has its way. Choose the
party member with the lowest Lore ability. If there are
Unbraaki, the dwelling place of an outlandishly wealthy
multiple party members with the same score, choose the
sorcerer who keeps his own private army. The palace
unlucky victim yourself.
itself is a gorgeous wood and glass affair, with a sharply
That party member, screaming helplessly, clambers
sloping roof and fantastic gardens. Soldiers patrol the
into the sarcophagus, the lid slamming shut. The action
grounds at all times of day, their polished bone armour causes the skull to stop chanting, and you suddenly find
and iron weapons glinting in the sun. It is said that yourselves back in control of your bodies. You wrench
Unbraaki keeps most of his wealth in a fantastic vault the sarcophagus lid open but are appalled to find nothing
deep in the bowels of the palace. The skeletal remains of inside. The victim has been transported to the lands
thieves hang in iron cages, offsetting the pastoral beauty of the dead, from which there is no return. This party
of the tropical garden surrounding them. member is killed, and has taken all their possessions
Seek an audience with Unbraaki (turn to 602)? with them. Cross off all items of equipment they were
Attempt to break into the palace (turn to 304)? carrying. Tearful at the loss of your dear friend, you look
Go north, towards Clifftop (turn to 725)? about the room. Turn to 132.

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892 packed objects lets you navigate the cluttered room. It


Uttering a prayer to the gods of earth and sea you watch seems clear that this tiny room contains much of the
in delight as the waves themselves begin to calm and furniture and decorations missing from the empty
your sails no longer strain at their seams. Your magical chambers elsewhere in the ruins.
powers have saved you from disaster. Relieved at your Finding treasure in this pile of trash won’t be
good fortune you resolutely sail on. Turn to 240. easy, but a dedicated search does produce some items.
Make a Team Stealth check, DC4+. For every success
893 you can claim one of the following items:
The rice farmers moan to you about the shortage of rain, 200 silver coins
the poor quality of the crop and other such agricultural Iron Greataxe (Fighting +2)
matters. Stifling a yawn you bid them farewell. Bone Armour (Armour +2)
Turn to 614. Soft Boots (Stealth +1)
Reference Book (Lore +1)
894 150 silver coins
Grumbling, your crew transfer to the orc hulk, decrying Vial of Quicksilver
its poor seaworthiness and warning you that you will Grey Talisman
never get it into the deep oceans. Reminding them who Incense
pays their wages you command them all aboard. Dragonyak Horn
Gain the code A68. Cross your old ship off your After you have selected your items, gain the code A78.
adventure sheet and replace it with this one: Turn to 165 to continue your adventure.
Hulk
Fighting 3 Health 5 Cargo 3 units
897
If you have the code A53, turn to 221.
What will you do now? It has been several years since you have been home, and
Depart in your new ship (turn to 851)? you cannot help but feel some nerves. Your brother-in-
Enter the wide tunnel (turn to 593)? law Janu, the current head of the household, greets you
curtly as you enter, but your sister and mother are more
895 welcoming.
You place one nervous foot in front of the other as you “Akihiro!” cries your mother in joy, scarcely managing
begin to edge around the pit. an obligatory bow before wrapping you in her arms.
Tiptoe across the ledge (Team check) “You have come home at last!”
Skill and DC: Stealth (4+) “Don’t be silly, mother,” chides Yuko, your sister. “He
is still on his travels.”
Successes Required: 4
“And shall stay on them,” growls Janu. “You bring
If you succeed, turn to 174. If you fail, turn to 413.
your dishonour with you, Akihiro. I see you keep truck
with foreigners now? Is your hatred of your homeland
896
so complete?”
If you have the code A78, turn to 289. “Is your rudeness?” snaps Yuko, gazing sharply at her
If not, read on. husband. “Come Akihiro, we shall speak outside.”
You enter a room which has been so crammed with You cannot answer your brother-in-law for shame
statuary, ancient urns and other artefacts that it is difficult and allow yourself to be taken out of the house. You sit
to even open the door. A small walkway through the upon an old bench by the riverside, your sister sitting by

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– Legendary K ingdoms –

you. “He is right to chide me so,” you admit. “I should into the hillside. A flash of green metal to your left
not have returned after my failure at the temple…” alerts you to your quarry just in time, and you leap over
“Not every man is suited to be a kensai,” says Yuko. rocks and fallen trees, Yu Yan getting closer and closer
“Why, even father and grandfather could not complete as you dash.
the training.” You run along a small ledge, Yu Yan slowing
“Yet, before that, there was a sword saint in every somewhat to keep her footing, when suddenly you see
generation of our family,” you say. “How thin our blood something that makes you stop. The view from the
has become that even three generations is not enough to hillside is glorious... the twinkling, silver river, the flood
shake off our weakness! That you must marry Janu, a of a crimson sun colouring the beached blue vault a many-
common farmer, because our name has fallen into such hued purple. The arrangement of the hills, in a formation
dishonour.” of eye-pleasing symmetry against the desert floor. It is as
Yuko shakes her head. “I married Janu because I love if you have stumbled upon a vision of nirvana.
him, fool that I am. And this dishonour is only in your Yu Yan continues her desperate dash, but something
head, and in the heads of idiots. You are a fine man, in your soul longs for you to kneel, gaze out and embrace
Akihiro. Find your own destiny. Do not be shackled the moment.
to the past.” Keep chasing Yu Yan (turn to 88)?
“That is to let the past beat me,” you say, grinding Meditate upon the hillside (turn to 218)?
your teeth. “No. I shall return to the temple. I shall
complete my training. And I shall return honour to our 900
family’s name. I swear it!” You spend the next several weeks helping to equip and
You stand, and then bow to your sister. “When you train just over five hundred soldiers for the Everchild’s
see me again, I shall be a different man.” army. They are well equipped with hide armour, a shield
“Be safe!” urges your sister, as she watches you and good iron shortswords. Add the following unit to
disappear across the rice paddies. the Saltdad garrison:
Turn to 450.
Saltdad Infantry – Strength 2, Morale 3
898
You can hire as many units of Saltdad Infantry as you
If you have the code A28, turn to 746. wish, though each unit costs one bar of gold bullion.
You speak with the Everchild about your adventures, Pleased with your new troops, you return to the palace.
the young queen hanging onto your every word as you Turn to 620.
describe the dangers you have faced. She thanks you
for any aid you have given her so far, particularly if you 901
have harmed the Iron King or raised new armies for her.
If you have fallen on hard times and have no money or You draw your swords and prepare to grimly hold off
equipment, including anything in your Vault, she will the nomads.
transfer a Crude Blade (Fighting +0) to each party
member and give you 100 silver coins. Opponent Attack Def Health
After your discussions you bow and take your leave. 1st Nomad 3 (4+) 4+ 7
Turn to 263. 2nd Nomad 4 (4+) 4+ 8
3rd Nomad 4 (4+) 4+ 6
899
If you win, you manage to slip away from the great
You keep pace with the crafty thief, leaping over bulk of the nomad horde, the sounds of caravan guards
crumbling steps, before emerging from the tunnel out screaming behind you. Turn to 477.

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902 A ring of health (Max Health +2) comes washing out


You hire a room in a local inn (lose 5 silver coins) and with the torrent of water. You may take it if you wish.
change into humble garb. During this mission you will Gain the code A60.
not be wearing your armour or carrying any two-handed Your thoughts soon turn to escape, the water is
weapons (weapons marked with a ‘*’). Do not remove already waist deep, and is getting deeper by the second!
these from your adventure sheet, but just note that you You may make the skill check below to try to lift up
cannot use them until you have left the compound. the stone block to allow you to get back to the shadow
As early evening approaches you pretend to be cooks, door. Only party members who entered the room may
joining a queue of servants as they shamble into the make this check; the shadow door’s strange field makes
compound. This won’t be easy. Security is tight, and it impossible for your friends outside to help. You may
the Bronzeguard know their servants well. repeat the check as often as you need to, however, each
Fool the Bronzeguard (Team check) time you fail each party member trapped in the room
Skill and DC: Charisma (4+) loses 2 Health points.
Successes Required: 6 Lift the stone block (Team check)
If you succeed, turn to 164. If you fail, turn to 706. Skill and DC: Fighting (5+)
Successes Required: 4
903 Note: If you have a prybar you gain 1 automatic success
when making this skill check.
You enter the room with your chosen party members,
If you open the door before perishing, turn to 123.
examining the tunnel curiously. Suddenly there is a
If all your party members in the room die, the rest of
loud crunch! Spinning around you see that a stone block
the party may venture on by turning to 717. You cannot
has fallen to seal off the shadow door. There is a fearful
recover the equipment from your dead party members.
gurgling sound and suddenly water is pouring out of
the tunnel with incredible force. It is not all bad news.

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There are disadvantages, however. The six starting


Advanced Rules characters in this book all have their own plots,
dialogues, ambitions and romances. Your new party
When you have gotten used to the normal rules of members can have these things, of course, but only
Legendary Kingdoms, you might want to enhance in your imagination. A good way to bring in your
your game by using the following rules. own party member is as a replacement for one of the
starting characters once they are killed. That way you
still have three party members with strong ties to the
These rules always exist in the background of the plot, but also have one character of your own creation
game, and you can use them whenever you like. helping to fill in the weaknesses of your party.

The ‘Making your own Party Member’ rules can When you make your own party member, decide if
be used immediately. The ‘Focused Skill Checks’ they are a spellcaster or not. Spellcasters are able to
and ‘Combat Focus’ rules are generally only useful learn magic, but begin with lower skill scores than
non-spellcasters, who have spent less time studying
for powerful, established party members who have
the mysteries of magic and more time learning
lots of skill points. practical skills.

Make your own Party Member A non-spellcaster created in this book begins with
15 points to spend on their skills. No skill can be
When you choose a party member for your party, either higher than 5, and no skill lower than 1. They also
at the start of the game, or as a hired replacement, begin with 8 Health points.
you can choose to invent your own party member and
assign their skills as you see fit, rather than choose one A spellcaster created in this book begins with 11
of the pre-existing characters. When you do this, try points to spend on their skills. As before, no skill
to have an idea of what kind of person your new party can be higher than 5, and no skill lower than 1. They
member is. Are they a hulking barbarian, strong but begin with only 6 Health points, but can choose three
dim? Are they a war wizard, trained in magic and spells from the Spell List for starting characters, and
swordplay, but lacking subtlety and independence in can learn up to six spells during the course of their
the wilderness? Are they very cultured or very crude? adventures.
Are they kind or cruel? Having a vision of your new
party member in your head will help you assign the
relevant skill scores.
Focused Skill Checks

Powerful party members can make even very difficult


The advantage of making your own party members
skill checks easier by using focus. When you focus on
is obvious; you can create exactly the kind of team
a skill check, you make the DC (Difficulty Class) of
that you want. Fancy playing a party of nothing but
the skill check one point lower. For example, a skill
wizards, trying to solve everything with spellcraft?
check with a DC of 5+ will become a DC of 4+ if
Or do you think you could do better with a team
you focus on the check.
of dedicated warriors, hacking apart everything in
your path?

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To use focus on a skill check, each party member Combat Focus


attempting the skill check must sacrifice 5 points
from their skill before they make the check. You get Just like skill checks, you can also focus when making
these points back after the skill check is made. attack rolls to lower the Defence (Def ) of your
opponents. By sacrificing 5 combat dice, you can
For example: Lord Ti’Quon has become a powerful lower the Defence of an opponent by 1 point, so a
and learned sorcerer, with a Lore skill 14 thanks to his Defence of 5+ becomes 4+, for example. In the most
studies and powerful magical items. Brash is assisting difficult adventures, you might have to do this just
him with a Lore skill check, and has 10 points of to hit an opponent!
Lore himself. They are attempting to prevent an old
enemy from seizing the mind of one of their party These rules and Book 1: The Valley of Bones
members, but the check is very difficult, with a DC It’s not very likely that your party members in
of 6+, and 5 successes required. They decide to focus, The Valley of Bones will want to use skill or combat
to bring down the DC to 5+. This leaves Ti’Quon focus. However, the option to use it is always
with 9 Lore dice, and Brash with 5. Rolling together, there. Focus is most often used by more powerful
they now roll 14 dice to get 5 successes. Tricky, but characters who are being limited by the ‘20 dice’
at least possible! After the check, their Lore skills rule which restricts the number of dice you can roll
return to normal. for a skill check.

You can focus more than once, to bring the DC of a


skill check even lower. Each time you do so, you lose
another 5 dice for the check.

Early sketch for the City of Saltdad

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Glossary
Abraxas: A demon lord who was summoned to the and soot elves which scamper among the chimneys
world by the monumental folly of the warring Kharid of Drakehallow. Much rarer are silver elves that take
and Sovereign peoples. He destroyed all civilisation, human form, or the possibly extinct sun elves that dwell
and would have destroyed the world, were it not for as columns of radiant fire.
the intervention of a coven of sorcerers, headed by St
Elias, who entombed him into the depths of the earth. House of Silence: A secret order of assassins that
originated in Drakehallow. The precise location of the
Animus Mast: A school of magic in Drakehallow, house itself is a well-kept secret.
extremely expensive and exclusive.
Humans: A human is a mortal creature, whose
Astral Seekers: An ancient religion practiced by only physical form is powered by a spirit granted by one or
the most intellectual scholars. Astral Seekers attempt more gods from the astral realm. Humans are rare in
to understand the relationship between the heavens, the world, overall, but where they congregate they do
the mortal world and the vast tracts of space that lie so in great numbers. Somewhat short-lived, they are
between them. a passionate people, driven to warring, romance and
surges of creativity. Most scholars agree that human
Dagon: A Drakehallow city of gaunt spires, choking spirits are intruders to the world, imported by the gods
smog and drifting embers. It is unclear if this city is the from less dangerous worlds in order to worship and
capital of Drakehallow, but it is the only location most build monuments to their masters. They appear to have
foreigners to the country ever get to see. manifested about two or three thousand years ago, and
there is no trace of human culture before this date.
Deathengines: A race of mechanical golems created by
the Sovereign Republic so that its people did not have to Kharid: An ancient civilisation which was destroyed
fight in wars. Few survived the Desolation of Abraxas. a millennium ago during the Desolation of Abraxas.
They built the great towers of the immortals, of which
Desolation of Abraxas: The event that destroyed the Tier Mundus is the only one left standing.
ancient world. Abraxas, a great demon lord, destroyed
the civilisations of the elder peoples before being King Frances Goldwell: The current king of Royce
entombed beneath the earth by St Elias. is fat, unpopular and cunning. It is said that nothing
happens within five hundred miles of Ozury that he
Dragonyaks: Beasts of burden, native to the Valley of does not know about.
Bones. Smelly and stubborn, they are stronger than
bulls and can pull enormous caravans. Kingdom of Royce: A large and well spread-out
feudal kingdom, prone to vicious in-fighting and grand
Drakehallow: A nation obsessed with coal, engines, and celebrations in equal measure. Some of the regions of
practical magic. The cities of Drakehallow are dark and Royce are Pendrilor, Longport Bay and Relithor.
mysterious, and few locals dare to leave their safety, as
hideous monsters dwell in the smoky countryside. It is Longport Bay: The County of Longport Bay is a rich,
the chief rival of the Kingdom of Royce. but quarrelsome place. It is famous for the continued
enmity between its noble houses, Bailey and Dayne.
Elf: A spirit of nature, elves create physical bodies
so they can interact with the world and experience its Longport City: A grand trading city, divided into
pains and joys. Some of the more common elves are numerous wards. Famous for its good steel and
wood elves, which take the form of animals or plants, agriculture.

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– Legendary K ingdoms –

Orcs: A race of aggressive humanoids bred for war by Serpentine: A very varied race of serpent-folk, the most
the now extinct Kharids. Scholars suggest that only numerous peoples in the world, although they rarely share
one in ten orcs is as clever as a human, although these territory with humans. Generally, the aristocratic Tassen
theories could be biased. Orcs dwell extensively in the are considered the most superior form of serpentine, with
Savage Lands, and frequently threaten Longport Bay the lowly Hasseth (or Snake-men) considered the least
and Pendrilor. superior. Wars have been rare between humans and
serpents, but those that have occurred generally favoured
Ozury: The capital city of Royce. It drips with gold, the Serpentine.
and corruption, in equal measure.
Sir: The title of a male knight of Royce, derived from
Pass-: Illegitimate children born to noble parents are the common term ‘sirrah’.
given the prefix ‘pass-‘ in front of their family names.
This is a term used to demonstrate correct inheritance. In Sovereign Republic: A notoriously proud people who
Amelia’s case, she is ‘Pass-Dayne’ because she is literally would war for both noble and ignoble reasons. They were
to be ‘passed over’ for inheritance when her father dies. destroyed during the Desolation of Abraxas. It is the
common consent of scholars that these people were the
Pendrilor: A powerful duchy in the Kingdom of Royce. ones responsible for the summoning of the demon lord.
It contains the capital city, Ozury, and is the seat of the
king as well as Elenor Mauntell, its duchess. Splintered Isles: A deadly paradise of tropical islands,
rich spices, and dangerous seas. The island folk
Penumbral Lords: The name attached to a mysterious cunningly play off the great powers of the world to keep
people who seem to originate from a similar, but their independence.
shadowy alien world. The men of Drakehallow claim
the Penumbral Lords taught them industry, but there St Elias: A silver elf, known as the Vicar of the Gods.
has never been a scrap of proof that these supposed He is extremely ancient, and still lives in his tower of
people even exist. Tier Mundus. He is widely considered to be the holiest
man in the world.
Ross Bay: A Royce colony on the shores of the Savage
Lands. Defending it costs House Ross a fortune in Steamers: Tradesmen from Drakehallow, who have
silver, but they are determined to be the first ‘civilised’ great boilers instead of bodies, and eat coal to survive.
people to exploit the unexplored realm.
Thalsia: Capital of the Splintered Isles, and the dwelling
Saltdad: The ancient capital of the Valley of Lilies, of the Great Suzerain. Its people are wealthy and laid-
before it was laid to waste during the Desolation. The back, but fiercely clever and inventive.
majority of its ancient palace still stands, although it is
very dilapidated. Tier Mundus: A great Kharid tower, manufactured
of black glass. It is the home of St Elias and his
Sar: The title of a female knight of Royce, derived from denomination of Astral Seekers.
the common term ‘sarrah’.
Valley of Bones: A desert kingdom, now occupied by
Savage Lands: An unmapped land of dark forests, barbarians and ruined cities. The Valley was once a
soaring mountains and crumbling ruins. It was once fertile place ruled over by immortals. The Desolation
the Kharid or Sovereign homeland (scholars dispute of Abraxas abruptly ended their reign, and now only
endlessly which it was), but is now infested with orcs, tyrants and wild nomads rule the sands.
shades and other dangerous peoples.

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– Legendary K ingdoms –

Postscript
I’m eight years old, sitting at the foot of the bed in my friend Simon’s room. My brother,
ten, is with me, and we are both quite sad because the packing has already started. We are
leaving Maidenhead and heading for Crowborough in East Sussex. Dad has just been made
manager of the South Terminal at Gatwick, now Terminal 4 has been finished at Heathrow,
and that means we have to move house. I’m saying goodbye to my best friend Miles, my
girlfriend Catherine, and everything I ever knew.
Down below, my parents are sitting at the dinner table with Simon’s parents, and
we’ve been allowed to go off and play. Simon was in the middle of an amazing book called
The Warlock of Firetop Mountain, and offered to read to us. He’s old, a teenager of some
indistinct age or other, and tall, so anything he does is by default extremely cool.
We probably played for half an hour, but in kid time that is the equivalent of half a
day, and I remember distinctly battles against werewolves, ghouls and scary paintings. Then
we tried to kill the evil warlock with a lump of cheese and got electrocuted. I loved it. It was
the most incredible adventure in my life, and I replayed the evening over and over in my
head. The day before I left, he gave me the book – and I treasured it until it was time to hand
it over to another child with dreams of swords and adventure.
The common conception of gamebooks is that they are an odd historical blip.
In the wake of Dungeons & Dragons, Steve Jackson and Ian Livingstone created the vastly
well-selling Fighting Fantasy gamebooks because computers were too primitive to create
convincing fantasy adventures. The argument is that once computers got good enough we
didn’t need gamebooks anymore. They could create combat systems more engaging than
rolling two dice and provide stunning visuals to bring their worlds to life. I don’t really
believe this, any more than I think that the novel replaced poetry books in the 19th century,
or cinema replaced theatre in the 20th. Gamebooks are their own art form, and like poetry
and theatre, they get more done with less.
My journey across Kakabad in Steve Jackson’s Sorcery gamebooks is more
imprinted upon my mind than PC games like Skyrim or the Witcher. It is more private,
more personal, but perhaps most of all more wondrous. Gamebooks have no limitations
upon the imagination. If I want to fill a fantasy city with three dozen different species, I don’t
have to worry about convincing the design team that it is worth creating this vastly different
crowd for a single scene, I merely have to write it. My deserts can be vast, and take weeks
to cross, but I don’t need to procedurally generate four hundred miles of terrain. My voice
actors are always top class, and the visual fidelity is only the limit of my reader’s imagination.
I refuse to believe that such a rich and limitless form of storytelling can be breezily
written off as obsolete, especially when there is so much more to do, so much more to write.
Legendary Kingdoms is an attempt to right that wrong, by producing the most ambitious
gamebook series ever written, and trying to find an audience with it. I hope that we’ve
succeeded, and that you are as eager for the sequel books as I am.

– THE VALLEY OF BONES –


– Legendary K ingdoms –

Influences of Legendary Kingdoms


I’ve already mentioned my early love of Fighting Fantasy, and the Sorcery epic in
particular. The biggest influence for this book series, however, is the wonderful Fabled
Lands series, written by Dave Morris and Jamie Thompson. Much like Legendary
Kingdoms, every book in the Fabled Lands series covers a different area of land, and
your character can go from book to book, growing in power and wisdom. It has
become something of a holy grail amongst gamebook fans, and anyone sensible should
immediately buy one (or, preferably, all seven). You can thank Fabled Lands for bolded
items that you can interact with, codes that keep track of changes in the book, and the
pure ambition to write an entire world in a series of books.
I should also mention Duelmaster, by Jamie Thompson and Mark Smith, and Blood
Sword, by David Morris and Oliver Johnson, as inspirations, creating the first multiplayer
gamebooks and multi-party gamebooks respectively. So much territory has been explored
by these amazing writers, and I can only hope I add to this canon of great works.

The Mission of Legendary Kingdoms


For Legendary Kingdoms, my main desire was to create, in gamebook form, a roleplaying
game campaign. Those of you who play Dungeons & Dragons, or other role playing games,
know that one of the greatest joys of those games is to be involved in a long story that can
take months or years to come to its conclusion. In the space of such campaigns you go from
novice adventurers, to some of the most important people in the world, the viceroys of kings
and queens. There is a feeling that your adventure could go anywhere, restricted only by the
choices you and your games master decide upon.
I wanted to capture this sense in Legendary Kingdoms. The player should be able
to lead armies, sail vast oceans, explore lost continents, or get involved in politics in distant
courts. Alongside these grand ideas, I wanted the adventure to also be small and personal,
with discussions with common folk, simple acts of courage, and discovering new places as
important as empire building. Beyond that, I am also very keen on character development.
I want the party members to have wild love affairs, get embroiled in vicious rivalries, or find
redemption. By the end of their adventure (and despite the sandbox nature of the game, it
does have an end) I want the player to feel that loose ends have been tied up, and that every
member of their party has had their moment in the sun.
It’s an extremely ambitious design, and though I am happy with book one, I am
acutely conscious of the fact that five more vast adventures lie ahead of me – all of them
intertwining, and all of them playable in any order. But if the gamebook is to ever regain its
place in the popular imagination, it needs standard bearers that are unafraid of everything
that a gamebook can be. This, in a nutshell, is Legendary Kingdom’s design strategy; to be
the kind of adventure that you play for years, that makes you want to explore every corner
and blank space on the map.
May St Elias guide your steps…

– THE VALLEY OF BONES –


Prepare for adventure
in this huge open-world gamebook series.
Legendary Kingdoms is a gamebook campaign, where you lead a party of adventurers in a world that adapts
to your actions. Venture into ancient ruins, pick a side and lead an army into battle, sail the high seas on your
own warship, defeat tyrants or bring them to power. Along the way your party will increase in skill, wealth
and renown, allowing them to take on more challenging adventures. Reach the heights of power and you may
uncover a dreadful threat to the world itself and go on a mission that spans all six gamebooks in the series.

Book 1: The Valley of Bones takes place in a desert wilderness where tyrant kings oppress the teeming masses
in a land strewn with ancient artefacts and ruins. But their grip on power is fragile... and the citizenry are
ripe for revolution. It is a land of blood and sand, where civilisation is rare and terrible beasts roam freely.

©2019 Spidermind Games


Legendary Kingdoms © Spidermind Games Ltd. All Rights Reserved
ISBN: 978-1-9160704-0-0 Printed in Latvia

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