by Joe Dever
Zahda Beastmen: COMBAT SKILL 30 ENDURANCE 39
If you win the combat in three rounds or less, turn to 248.
If combat lasts longer than three rounds, turn to 160.
76
The Lekhor twists and writhes in frustrated fury, for it cannot shake you free from its trunk. The head rears up and a droplet of venom splashes the back of your hand. It burns like a red-hot dagger, and you cannot stifle a cry of pain. The serpent snickers, its red forked tongue lashing the air just a few inches in front of your face.
Lekhor: COMBAT SKILL 16 ENDURANCE 30
Due to your precarious position, you cannot make use of a shield or any two-handed weapon (i.e. Broadsword, Spear, Quarterstaff) during the combat, and, due to the corrosive venom of the Lekhor, you must treble any ENDURANCE point losses you sustain during the combat.
If you win the combat, turn to 296.
77
A searing pain explodes behind your eyes as the hand clamps itself to your head. As the decaying fingers pierce your scalp, forcing their way through your skull, your vision turns red and your body shakes uncontrollably. The hideous claw burrows deeper, feeding on the only source of nourishment that can sustain its existence: living human brain.
Your life and your quest end here.
78
The great wolf slams into your chest, ramming you to the ground with the weight of its massive body. Fangs rake your arm and burning saliva splashes your face. Desperately you stab and slice at its throat, fighting with all the strength and skill you can muster to free yourself from this merciless beast. The creature is immune to Mindblast (but not Psi-surge).
Illustration V—The Hound of Death slams into your chest, ramming you to the ground with the weight of its massive body.
Hound of Death: COMBAT SKILL 22 ENDURANCE 40
If you win the combat, turn to 341.
79
Horror twists the warrior's face as your Arrow whistles through the air. He opens his mouth to scream, but the cry dies in his throat as your shaft buries itself deep in his chest. He staggers, his arms outstretched as if to grab at a rail, and tumbles from the walkway into the smoky chasm.
A hungry shriek resounds from the arch. You draw another Arrow and take aim at the darkness as a murmur of low mutterings becomes audible. The sounds chill you. Gurgling and hissing through clenched teeth, three creatures, their skins as black as night, creep from the shadows and fix you with terrible fiery eyes. They cackle repulsively and slink forward with long loping strides.
If you wish to try to kill all three with your Bow, turn to 328.
If you decide to shoulder your Bow and evade them by escaping into the archway opposite, turn to 241.
80
Despite the alarm bell and the sound of running feet, you make a quick search of the bodies before descending the stairs. Your search uncovers the following items:
1 Spear
2 Short Swords
1 Axe
2 Daggers
1 Mace
6 Gold Crowns
If you choose to keep any of these items, remember to make the necessary adjustments to your Action Chart.
Turn to 55.
81
The speed of your attack catches your enemy completely off-guard. He attempts to parry your first blow with his empty crossbow, but you knock it from his trembling fingers, leaving him without a weapon to hand.
Throne-hall Guard: COMBAT SKILL 14 ENDURANCE 22
If you win the combat, turn to 105.
82
As you mount the slippery stone steps, a roll of distant thunder rumbles across the lake, and a few drops of rain spatter the hood of your Kai cloak. A great storm is brewing. By the time you have climbed all the way to the cave mouth, a fierce wind lashes the rock wall, and the ground vibrates with every clap of thunder that follows flashes of awful green lightning. Foul air greets your arrival. You are anxious to be out of the storm, but the sweet stench of decay that assails your nostrils makes you hesitate at the entrance of the cave.
If you have the Magnakai Discipline of Pathsmanship, turn to 65.
If you wish to enter the cave, turn to 277.
If you decide not to enter, you have no other option but to descend the stairs to the beach below; turn to 30.
83
The sarcophagus is covered with intricate carvings depicting a procession of strange creatures: some are part human, part animal; others are wholly alien to anything you have ever encountered before. One carving in particular holds your attention: that of a snake coiled around a row of three stone buttons. It reminds you of a lock designed by the locksmiths of Holmgard, the capital city of your homeland.
Your keen eyes are drawn to a faint crack that runs vertically through the stone. You follow the line of the crack and discover that it marks the outline of a concealed door.
If you wish to try to open the concealed door, turn to 115.
If you prefer to leave the hall by the tunnel to your right, turn to 323.
If you wish to leave the hall via the tunnel to your left, turn to 201.
84
You meet with no resistance: your hand pushes through the bubble's skin as if you were dipping it in water. However, when you try to withdraw it, the transparent membrane closes around your wrist in a vice-like grip. As the wolf's jaws snap shut around your legs, the bubble envelops the upper half of your body.
In the space of one grisly minute, you are simultaneously suffocated and torn to shreds.
Your life and your quest end here.
85
The climb proves to be one of the most difficult you have ever attempted. There are precious few places for you to put your feet, and for much of the climb, your arms have to support all your weight. Progress is slow and painful, and your efforts are further hampered by gusts of wind and rain.
Pick a number from the Random Number Table and add 2. If you possess the Magnakai Discipline of Huntmastery and have reached the Kai rank of Primate you may deduct 2 from this total figure. Your final figure equals the number of ENDURANCE points lost due to wounds and fatigue before you reach the opposite side.
Aching and exhausted, you climb to the top of the stairs and approach the breached fortress wall.
Turn to 27.
86
You press yourself between two of the silky cocoons hanging from the wall and use your Magnakai skill to mask the heat and scent of your body. The hideous worm-like creature halts, its clicking mandibles snapping the air in frustration. You turn your head away and look straight into one of the cocoons. A chill runs down your spine, for the decaying remains of a female warrior's face stare back at you from inside the web-like strands of the cocoon.
The sudden shock makes you draw breath sharply. Immediately, the worm-like thing slithers forward, propelled by its short, rubbery legs. You can only pray that it has not detected your hiding place.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 109.
If it is 5–9, turn to 278.
87
‘Stick with me,’ shouts the warrior over his shoulder as you race along the walkway, the creatures hot on your heels. Events are happening too quickly for you to rationalize your actions; instinct is now your only guide. At the arch he suddenly stops, throwing his arms out wide to hold you back. You run headlong into him with a jolt that leaves you breathless, but his strong hands grab your Backpack and keep you on your feet.
‘Snake-trap!’ he shouts, pointing to a stone slab set into the floor. ‘Curse this infernal place; is nowhere safe from Zahda's devilry?’ A shriek of malicious glee makes you turn your head; the creatures are closer than you feared. ‘Jump!’ cries the warrior. ‘For pity's sake, jump!’
If you wish to jump across the slab, turn to 268.
If you decide to stand and fight the onrushing enemy, turn to 299.
88
Jets of fire spurt from the floor and walls momentarily blindi
ng you. A wave of searing heat buffets your face, singeing your hair and eyelashes (lose 2 ENDURANCE points), and forcing you to retreat for fear of being burned alive.
Suddenly there is a ghastly scream. Something is approaching you through the flames. In the next instant, a blazing human form staggers into view; it shrieks in agony and lurches out of the fire-jets, its arms flailing wildly as it launches an attack.
If you have the Magnakai Discipline of Nexus, turn to 72.
If you wish to prepare to defend yourself, turn to 126.
If you wish to run past the fiery attacker and into the blazing inferno, turn to 204.
If you wish to evade both by running back along the tunnel, turn to 320.
89
You sense that the bridge is strong enough to support your weight, so long as it is not subjected to any sudden or violent shock. Such a shock could easily open up one of the many cracks that riddle its core.
Forewarned by your Kai Mastery, you step onto the bridge and advance carefully.
Turn to 243.
90
As you walk the temperature steadily rises until you are bathed in sweat. The steel plates of the tunnel become too hot to touch, and wisps of smoke rise from the soles of your boots, where the leather is close to igniting.
If you have the Magnakai Discipline of Nexus or a Kazan-Oud Platinum Amulet, turn to 24.
If you have neither the skill nor the Special Item, turn to 324.
91
To your dismay, you discover that the tunnel is no more than a shallow cave that shelters a clutch of eggs, each one as large as a barrel of ale. They lie upon a bed of packs and torn clothing, all that remains of previous adventurers who fell foul of the giant snake. An angry snickering and a stabbing forked tongue force you to the back of the tunnel, warning you that a similar fate may lie in store for you.
If you wish to examine the eggs more closely, turn to 148.
If you wish to search for a way to escape from the tunnel, turn to 346.
92
You advance along the passage, confident of your ability to deal with the sudden appearance of any guard who should be unfortunate enough to cross your path. Dark openings loom on either side, and you scrutinize the floor ahead for any signs of a trap or pit.
The passage becomes dank and dark. Whip cracks, screams, and sounds of weeping echo in the distance: the pitiful sounds of torture.
If you wish to continue along the passage, turn to 36.
If you wish to retrace your steps and take the other passage, turn to 20.
93
Cleaving a path through the thick cobwebs proves more difficult than you anticipated. Sticky, rope-like strands soon cover you from head to foot and, to your horror, they begin to shrink. It is too late to evade this attack — you must fight for your life. The enemy is immune to Mindblast and Psi-surge. Owing to your restricted ability to move, reduce your COMBAT SKILL by 4 points for the duration of the combat.
Trap-webs: COMBAT SKILL 14 ENDURANCE 34
If you win the fight, turn to 131.
94
You glance back over your shoulder just as the wolf reaches the corner. The sight of its gleaming fangs makes your skin crawl with fear, but, to your surprise, it does not continue the chase. It stops and rests on its haunches, its horrible face lined with fear and frustration as it watches you disappear into the gloom.
Turn to 240.
95
The warrior is halfway across the walkway when a hungry shriek resounds from the arch. He spins on his heel and crouches in readiness for combat. A murmur of low mutterings follows; the sound chills you. Then, gurgling and hissing through clenched teeth, three creatures, their shiny skins as black as night, creep from the shadows and fix you both with fiery stares. The warrior begins to shake, his sword wavering in his gloved hand. As the creatures stalk forward, his nerve breaks and he turns and flees towards you.
‘Save yourself, stranger. They'll eat you alive!’
If you wish to run with the warrior and evade the creatures by escaping into the archway opposite, turn to 87.
If you wish to attack the warrior as soon as he is close, turn to 345.
If you decide to let him pass and face the creatures alone, turn to 249.
96
As the blade leaves the block there is a tremendous howl, like that of a mountain wolf baying at a full moon. Your heart leaps into your mouth, and you back away hurriedly, half-expecting it to change into a ravening monster at any second. It takes several minutes for your fears to subside.
Cursing your predicament, you sheathe your newfound weapon and ponder which exit to take from the vault.
If you wish to take the left tunnel, turn to 48.
If you wish to take the right tunnel, turn to 176.
97
The creature seems immune to your attack. Swiftly the tendril writhes past you, coiling itself twice before tightening around your neck. With a merciless jolt, it wrenches you away from the fissure and drags you towards its ghastly mouth.
Terror and pain give way to blind desperation as its fetid breath washes over your trembling face.
If you have any Fireseeds, turn to 10.
If you possess the Sommerswerd, turn to 317.
If you have neither of these Special Items, turn to 331.
98
Cautiously you walk around the throne, your weapon held out in readiness to strike. As you draw level, your heart leaps into your mouth — you are staring into the cold, unblinking eyes of Lord Zahda. He sneers evilly and points a rod of inlaid platinum at your head.
If you possess the Sommerswerd, turn to 174.
If you do not have this Special Item, turn to 202.
99
You sense that the air in the north tunnel is far hotter than that of the west. Judging by the smell of sulphur that pervades the cavern you guess that some form of volcanic activity is taking place to the north.
If you wish to investigate this activity, turn to 59.
If you decide that the west tunnel would be safer, turn to 323.
100
You enter a chamber where a tall bronze statue stands. You recognize its distinctive head-dress and robes immediately: it is a Zakhan, a ruler of the desert empire of Vassagonia. The statue looks most distressed: its arms are outstretched in a gesture of hopelessness, and the expression on its face is one of sorrow and despair. Beyond the statue, an oval-shaped door is set flush in the wall, but you discover that it is locked.
Illustration VI—You enter a chamber where a tall bronze statue stands: it is a Zakhan, a ruler of Vassagonia.
The mist grows brighter. Once more the skull appears and speaks, its voice as comforting as a raven's croak:
‘Listen to the Zakhan,
Ponder what you hear;
Give the correct answer,
For fear he sheds a tear.’
The skull disappears into the misty ceiling, and you watch amazed as the dull bronze lips of the statue begin to move. A harsh voice echoes from deep within its hollow metal body:
‘My daughter has many sisters, as many sisters as she has brothers, but each of her brothers has twice as many sisters as brothers. So answer me this, wise warrior, how many sons and daughters do I have?’
Consider your answer carefully and, when you have decided, write down first the number of sons the Zakhan has and then, immediately next to it, the number of daughters. Now turn to the entry which bears the same number as your answer.6
If you cannot answer the Zakhan's riddle, turn to 270.
[6] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
101
Without any warning, a solid iron door slams down behind your back, sealing off the entrance to the chamber. The distant sound of rattling chains and sliding bolts makes your pulse quicken, and instinctively you reach for your weapon to defend yourself against a sudden attack. Several uneventful minutes pass before you relax your guar
d.
If you decide to find out where the tunnel leads, turn to 277.
If you wish to try to force open the iron door, turn to 214.
102
The panel slides shut of its own accord, and the buttons click back to their original positions.
If you wish to leave the hall by the tunnel to your left, turn to 201.
If you decide to leave by the tunnel to your right, the same tunnel by which the black-clad warriors entered the hall, turn to 323.
103
You run straight into an invisible barrier, a field of destructive energy that flows between the two green pillars. With a thunderous concussion, you are repelled from the shield and sent tumbling back into the chamber (lose 8 ENDURANCE points; lose only 6 ENDURANCE points if you have the Magnakai Discipline of Nexus).
If you are still alive, turn to 116.