by Joe Dever
Instinctively you take hold of the creature with both hands and crush it in a vice-like grip. You hear its bones crack and you feel it go limp, and then you detach it carefully from your neck and hurl its lifeless body to the floor. A sudden wave of nausea wells up in the pit of your stomach and you feel your punctured neck begin to swell alarmingly. Your Magnakai Discipline of Curing slows the effect of the creature's venom, but you have been gravely weakened by this unexpected attack and you feel barely able to remain standing.
The Krorn recovers its senses and snatches a halberd from a rack on the wall. It bellows angrily and slashes at your chest with this rusty polearm. The tip of the halberd slices through your tunic and gouges a furrow of skin from your chest: lose 3 ENDURANCE points.
To continue, turn to 321.
156
Wisps of smoke are rising from the pocket of your tunic. The Black Amulet has begun to burn through the lining of your jacket, and its raw heat blisters the skin on your hip: lose 1 ENDURANCE point. Your Kai senses scream a warning that this artefact is cursed and could explode at any moment.
Pick a number from the Random Number Table.
If the number you have picked is 0–3, turn to 289.
If it is 4–6, turn to 40.
If it is 7–9, turn to 212.
157
Mortally wounded by your blows, the Kraan emits a gurgling cry and crashes to the ground. As it shudders in the grip of its death-throes, its broken wings churn the debris that besmears the floor and it splatters you with the foul-smelling ordure. Hurriedly you retreat from the dying Kraan and sheathe your Kai Weapon as you make your way across the hall towards the arched stairwell.
Turn to 209.
158
Your Arrow strikes the rim of the Drakkar's shield and ricochets upwards, penetrating the throat-guard of his helmet.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 3.
If it is 5–9, turn to 284.
159
The sudden pain of the grit in your eyes makes you lose your footing and fall heavily to your knees. You struggle to recover but the wind catches your cloak and sends you tumbling headlong to the base of the gully: lose 1 ENDURANCE point.
The soft fine dust which fills the gully floor saves you from serious injury, but this dust is deep and rapidly you sink into the yellowy powder. It rises to above your waist and you find yourself unable to move your legs. Desperately you claw at the surface in an effort to dig yourself out, but the more you struggle to get free the faster you sink.
A fear of being swallowed up suddenly takes hold of you and frantically you look for some way to escape from this terrible fate. Then you notice that the walls of the steep-sided gully are studded with rocks and boulders. If you can reach the gully wall, you may be able to save yourself from drowning in this dry morass.
If you possess Kai-alchemy and wish to use it, turn to 270.
If you possess a Rope and wish to use it, turn to 133.
If you do not possess Kai-alchemy, nor a Rope, or if you do not wish to use either of them, turn instead to 52.
160
Cautiously you approach the open archway and peer around its stone jamb. Beyond the tower entrance you can see a flagstoned plaza that is adjacent to the main gate. Here you see Hammerland bandits drawing pails of dirty grey water from a well by the south perimeter wall, and a dozen hungry Giaks squabbling over the gangrenous remains of a wolfhound carcass.
You scan the streets of this grim city-fortress and note that there are no individual dwellings here. The buildings of Gazad Helkona are grouped into four vast hexagonal blockhouse complexes, each topped by a cluster of minarets and spires. They are connected to one another by bridges that span the wide avenues between. At the centre of the stronghold is a massive octagonal citadel. A broad ramp leads to its portcullised gate which is guarded by a troop of fifty armoured sentries. As you observe the citadel, you sense a powerful concentration of evil lurking somewhere within its jet-black walls. Its highest level is dominated by a domed observatory which emits a pulsating crimson light. Your Sixth Sense tells you that Lone Wolf is being held captive somewhere within this edifice, and it hardens your resolve to rescue him.
Quickly you determine that the citadel gate is too heavily defended for you to dare risk entering by such a direct route. Instead, you resolve to get into this stronghold by one of the bridges that connect it to the surrounding blockhouse complexes. The nearest blockhouse is little more than 100 yards from the tower archway, and you can see two possible ways to enter. Iron doors are set flush into the wall of this rust-streaked edifice; one to the left of the archway, and one to the right.
If you wish to investigate the left door, turn to 263.
If you choose to investigate the right door, turn to 306.
161
You load your Bow and draw back the string to the full; then you let fly your shaft and send it speeding towards the Drakkar's chest. The warrior sees your missile arcing towards him and hurriedly he tries to block it with his shield.
Pick a number from the Random Number Table. If you possess Grand Weaponmastery with a Bow, remember to add 3 to the number you have picked.
If your total score is now 4 or lower, turn to 276.
If it is 5–7, turn to 158.
If it is 8 or higher, turn to 317.
162
You wait until the way is clear before you leave the doorway and hurry across the street to the double doors. Hurriedly you twist their heavy handles and discover that they are both locked.
If you possess an Iron Key and wish to use it, turn to 85.
If you do not possess this item, or if you choose not to use it, turn to 32.
163
You are able to identify that most of the berries and herbs stored here are either poisons, narcotics, or sorcerous plants. Of the twenty jars on the shelf, only two contain substances that can cure or heal. The first is Obhanthor (a healing spice that will restore 5 ENDURANCE points per dose when eaten with a Meal), and the second is Satchwort (a sanative herb that will restore 3 ENDURANCE points when consumed after sustaining wounds in combat).
There are sufficient amounts stored in the jars to provide 2 doses of each substance. If you wish to take either or both of these curatives, remember to adjust your Action Chart accordingly.17
To continue, turn to 95.
[17] Each jar takes up one Backpack slot. You may use the Obhanthor at any time during the game if you possess a Meal and wish to use it, or if one can be obtained by the use of Grand Huntmastery.
164
You draw upon your advanced mental Disciplines to shut out the noise of this powerful psychic assault. Your swift and skilful response to this attack saves you from sustaining a paralysing injury: lose 1 ENDURANCE point.
To continue, turn to 70.
165
The vile smell of the Kraan's carcass is making you feel nauseous. The crude metal pipe appears to be of no real value and so you discard it before leaving the body.
To continue, turn to 232.
166
This strong oak door is inlaid with fancy steel marquetry that surrounds a shiny silver lockplate. You are kneeling to examine the handle and keyhole when you notice something protruding from the gap beneath the door. Your pulse races when suddenly you recognize this object.
Turn to 60.
167
You detect that the crystal rod is recharging its powers, and the foul Urgaroh intends to launch another bolt at you as soon as its sorcerous weapon is ready. You know that you dare not delay a moment longer: you must act now, for the creature is unlikely to miss you when it fires again.
If you possess a Bow and wish to use it, turn to 272.
If you possess Kai-alchemy and wish to use it, turn to 245.
If you possess Magi-magic and wish to use it, turn to 69.
If you do not possess a Bow, nor either of these Disciplines, or if you choose no
t to use any of them, turn instead to 208.
168
You are picking your way through the bones and ordure that carpet the floor of this hall, taking care not to slip on the treacherous surface, when suddenly you hear a loud screech high above your head. You look up and, to your horror, you see a hungry Kraan come swooping down from the rafters. Its fanged beak is open and its foul black tongue trails from the corner of its foam-flecked jaw.
If you possess Kai-alchemy and wish to use it, turn to 31.
If you possess Magi-magic and wish to use it, turn to 311.
If you possess a Bow and wish to use it, turn to 17.
If you possess neither of these skills, nor a Bow, or if you choose not to use any of them, turn instead to 119.
169
Your Kai Mastery warns you that this secret panel is guarded by a magical trap. Your Sixth Sense reveals a way you can open the panel, but in so doing you will trigger the spell that has been placed here to protect it.
If you possess Kai-alchemy, turn to 122.
If you do not, turn to 233.
170
Using your advanced mastery of Elementalism, you create a protective bubble of calm air around yourself which serves to protect you from the abrasive dust. This sphere of still air remains intact until you reach the crest of the hill, where you are then able to take shelter at the rocky knoll. As you settle yourself into a hollow beside a pillar of jagged stone, you are startled by a loud screeching caw that echoes in the dark skies above.
Turn to 295.
171
You have ascended no more than twenty steps when a crossbow bolt ricochets off the stone parapet and grazes your shoulder: lose 1 ENDURANCE point. The sudden shock and the stinging pain of your wound spur you to an even greater effort. You force yourself to climb faster, and your legs pound the stairs like steam pistons as you strive to avoid capture by the murderous Drakkarim.
Turn to 320.
172
The noise of the explosion is reverberating around the hall as the possessed body of Xaol rises up from the floor and extends its twisted arms towards you. An unholy fire blazes in the eyes of the dead necromancer as his corpse moves across the hall towards you with unnatural speed. You pray to the Goddess Ishir for her protection as this ghastly zombie leaps upon you and attempts to fix its corpse-cold hands around your throat.
Xaol Zombie (possessed by Zorkaan): COMBAT SKILL 55 ENDURANCE 43
This possessed creature is immune to psychic attack. If your Kai Weapon is ‘Alema’ or ‘Valiance’, you may add the appropriate bonus gained through their unique properties. You may reduce the total damage inflicted upon you by 5 ENDURANCE points due to the protection you gain from wearing the Platinum Amulet. However, unless you possess the Discipline of Kai-screen, you must reduce your COMBAT SKILL by 3 for the duration of this combat.
Conduct this combat in the normal way for three rounds only. If you survive these initial rounds, you may continue by turning to 260.
173
Fearful that this growling dog may draw unwanted attention to your presence, you call upon your Magnakai Discipline of Animal Control and command the hound to cease its growling.
Pick a number from the Random Number Table. If you possess Animal Mastery, add 3 to the number you have picked.
If your total score is now 4 or lower, turn to 237.
If it is 5 or higher, turn to 39.
174
Your Kai Sixth Sense tells you that Lone Wolf is somewhere nearby. Encouraged by this feeling of certainty, you close your eyes and take hold of the Platinum Amulet that Lord Rimoah gave you before you left the monastery. Its powers help to focus your concentration as you try to determine which of the three doors will lead you to your imprisoned leader. You sense the faint warmth of Lone Wolf's aura, but it is too weak for you to be sure of the direction you should follow.
If you wish to investigate the left door, turn to 125.
If you choose to examine the centre door, turn to 305.
If you decide to examine the right door, turn to 166.
175
The creature sees your blade spinning end-over-end towards its face and quickly it crouches down to avoid it. Your Weapon grazes its skull as it streaks past; then it hits one of the narrow stone pillars which support the glass dome. With a loud Clang! it ricochets off the stonework and skitters across the floor.
With a quiet, mocking laugh, the Urgaroh rises up and takes aim at you with its crystal rod. Moments later, a fiery missile erupts from its tip and comes speeding across the platform towards your face.
Turn to 269.
176
You retrieve the Copper Key from your Backpack and insert it into the keyhole. It fits, and when you twist it anticlockwise, the winch handle unlocks. You take hold of the handle and hurriedly you wind it until the drawbridge is fully raised. Then you relock the winch and pocket the key as you hurry across the bridge. On reaching the opposite platform, you stop to check that the coast is clear before entering the citadel of Gazad Helkona.
Turn to 200.
177
You pull aside the mouldering tapestry that covers the arch, and you discover a tunnel that leads to Xaol's private chambers. The walls, ceiling, and floor are all constructed from dull volcanic stone, and several pieces of black wooden furniture are scattered haphazardly around the room. Beside a heavy wooden door there stands an ebony bookshelf that is filled with stoppered vials. Carefully you rest Lone Wolf down upon a divan before you examine the individual contents of these glass containers.
If you possess Herbmastery, turn to 234.
If you do not, turn to 130.
178
Your killing blow brings Xaol staggering to his knees, gasping hoarsely. He drops his serpent staff and the instant it leaves his grasp, it shrivels up into a tight ball that hisses, smokes, and bubbles. Xaol falls to one side, his gaunt shaven head striking the bone-littered floor with a dull thud. Through blood-flecked lips he utters a curse, vowing one day to return from beyond the grave to wreak bloody vengeance upon you and the Kai. Then his dark eyes flicker and glaze over, and his thin frame convulses for a moment and falls still.
You leap over the withered remains of the necromancer and his cursed staff, and rush towards Lone Wolf. Slowly your master raises his tousled head and fixes you with his steely blue eyes. You sense that he has been greatly weakened by his ordeal. He has suffered much since his abduction, yet he has found the strength within himself to resist his cruel tormentors. Inspired by his resolute courage, you ask how you can free him from the prison-sphere. Lone Wolf mouths a reply, but you cannot hear him. Using your Magnakai Discipline of Divination you try to detect telepathic communication, but you sense that it is futile. No mind speech can penetrate the milky grey walls of Lone Wolf's hovering prison. Then your leader glowers at the crystal sphere that is fixed atop a pedestal beside the throne of bones, and instantly you fathom his meaning. Slowly you mouth the words: ‘Must I destroy the sphere?’ Lone Wolf nods approvingly. Fired up by his directive, you raise your Kai Weapon and approach the crystal sphere. But before you come to within striking distance, a powerful gust of freezing air hits you in the chest and sends you reeling backwards to the floor.
Pick a number from the Random Number Table.
If the number you have picked is 0–3, turn to 204.
If it is 4–6, turn to 7.
If it is 7–9, turn to 238.
179
While leaning over to examine the brambles, you accidentally brush the back of your left hand against a cluster of buds. Within seconds, the skin erupts into a mass of painful yellow blisters: lose 2 ENDURANCE points.
Fortunately, your Magnakai Discipline of Curing rapidly counters the effect of the poisonous irritant contained within the purple buds. Cursing the poisonous fruits of this desolate forest, you turn away from the brambles and follow the trail northwards towards Gazad Helkona.
To continue, turn to 120.
180
&
nbsp; You retreat a few paces from the head of the stairs and unsheathe your Kai Weapon in readiness to defend the observatory platform from these determined foes. Then the assault trooper leader looms into view with his jagged black sword raised to strike. He pauses for a few moments to allow his comrades to catch up with him; then together they charge up the last remaining steps and hurl themselves upon you with a reckless fury.
Illustration XI—The assault trooper raises his jagged black sword in readiness to strike.
Drakkarim Assault Squad: COMBAT SKILL 45 ENDURANCE 40
If you win this combat, turn to 143.
181
You retrieve an item from your Backpack and hurl it at the gap between the obsidian pillars. There is a loud Crack! and a brilliant flash of blue-white light illuminates the hall when your item hits and discharges the magical force field. (Erase from your Action Chart one Backpack Item of your choice.)