by Joe Dever
On reaching the balcony you speak the words which negate the effects of the Teleport spell, and the moment your feet touch the ground you hurry into the archway beyond.
Use of the Teleport spell has cost you 4 ENDURANCE points. Remember to make the necessary adjustment to your Action Chart.
To continue, turn to 50.
199
The first thing you see is the creature's eyes. Like two strips of molten sulphur, they radiate a cold, yellow light. Then you glimpse the outline of its angular shoulders, its square snout, and its gleaming steel forelegs. Oily drool hangs from an iron jaw which is set with jagged blades. As this shocking jaw widens, you hear the whirr of metal cogs and gears.
You can be fearless in the face of foes of flesh and blood, but this steel wolf strikes terror in your heart. You turn and flee towards the distant door, praying that it will lead to a safe haven from this bloodless beast, but you reach it only to discover that it is locked. Frantically you search for a bolt or a keyhole but there are none. Then you locate two squares of opaque crimson gemstone set into the wall. The squares are like those you encountered at the entrance to the temple of Avaros, yet these differ in one important respect: they are separated by a small slot.
If you possess an Iron Disc, turn to 261.
If you do not possess this Special Item, turn to 210.
200
Fiery winds sear your face and body as you, and your adversary, tumble headlong towards the whirling white heart of the vortex. Motes of fire stream past on all sides and a roaring wind howls like a demon in your ears. You pass through a cloud of sparkling vapour which wraps threads of silver light around your limbs and torso. As you emerge from the cloud, this shimmering cocoon grows tighter and tighter until the pain becomes almost unbearable.
If you possess Grand Nexus and have attained the rank of Grand Thane, turn to 229.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 281.
201
The seething horde of needle-fanged horrors attempts to surround and overwhelm you. They seem undaunted by the divine glow of your wondrous blade — a blade that can seal their doom.13
Cryopedeans: COMBAT SKILL 45 ENDURANCE 40
If you win this combat, turn to 350.
[13] If you possess the Sommerswerd, Section 98 of Dawn of the Dragons suggests that you may be able to add 4 to your COMBAT SKILL when using it in the Plane of Darkness (in addition to all other combat bonuses for this Special Item).
202
To your amazement, the portal begins to rise of its own accord. You wait until it has risen a few feet and you are sure that no enemy awaits you on the other side; then you duck under the heavy iron plate and hurry into the tunnel beyond. As you run, you hear the portal slamming shut behind you with a dull reverberating boom.
Turn to 115.
203
This psychic assault has been one of the worst you have ever experienced. You have survived it, but your Kai senses warn you that your ordeal has not ended; it has only just begun. You force open your eyes and look with dread at the terrible threat that waits to confront you.
Turn to 300.
204
You feel a searing wave of heat wash over your body as the fireball reaches its peak and then rapidly dies to form a sputtering flame which clings to the mouth of the fountain. None of the creatures have survived the conflagration and you are able to cross the hall and ascend the stairs to the balconied archway without meeting any resistance.
To continue, turn to 50.
205
Guided by your Kai Mastery, you successfully avoid the tumbling debris until you reach the base of the skull-rock. Here you are struck by a falling boulder which clips your left shoulder and leaves you sprawled on the floor: lose 4 ENDURANCE points.
Your arm may be injured but your spirit refuses to give up. Cradling your injured arm, you stagger to your feet and hurry through the misty opening. Barely seconds later there is a tremendous explosion and the entire temple ceiling caves in.
In addition to the ENDURANCE points loss, you soon discover that you have also lost 1 Backpack Item. Delete from your Action Chart the third item you have recorded on your list of Backpack Items.
To continue, turn to 174.
206
Wary of danger, you focus your Kai Sixth Sense on the urns and caskets which line this chamber and, to your relief, detect no evil creatures lurking within. You instruct the others to examine them with care and, to your surprise, they discover that some contain Laumspur leaves. They are spotted with age but they still possess healing powers. (There are enough leaves here for three Potions of Laumspur. Each potion counts as one Backpack Item and will restore 4 ENDURANCE points when swallowed immediately after combat.)
You are helping Blazer to tilt one of the urns when a sudden and unexpected noise at the far end of the chamber sets your pulse racing.
Turn to 80.
207
You lower yourself through the hole and catch sight of Wolf's Bane running away. He is clutching at his injured leg as he weaves and swerves to avoid the debris which litters his escape route. You move to follow him, but your attention is momentarily distracted by something that has fallen from his tunic pocket. It is a small disc of bronze that is engraved with alien symbols. (You must keep this Bronze Disc. Record it on your Action Chart as a Special Item. You must discard one non-weapon Special Item in its favour if you already hold the maximum number permissible.)
You pocket the disc and give chase. Despite his wounded leg, your adversary is more familiar with this treacherous cityscape and he widens the gap between you. Soon you have lost sight of him completely. However, he cannot shake you off his trail, and you have no difficulty following his tracks as they leave the building and wend their way across a desolate wasteland beyond. You follow his footprints to a gutted building, several storeys high, which is adorned with strangely angular gargoyles. The inside of this crumbling edifice is completely empty and your adversary's trail passes through it to a rear exit. As you emerge on the far side, you catch your first breathtaking glimpse of this grim city's tallest structure.
It is a great tower of gleaming black stone which rises from the depths of a fathomless moat and soars to within a hundred feet of the stormy grey clouds. Its pitted surface bristles with metal discs and antennae, streaked with rust, yet there are few windows and you can see but one portal. Wolf's Bane is limping towards it. He approaches the deep trench that rings the tower's base and, as he halts at the edge, a semi-transparent drawbridge extends from beneath the portal. It resembles a flattened beam of solid, green-grey light. This beam bridges the moat and provides your enemy with a means to reach the open tower door.
Powerless to stop him, you can only stand and watch as he crosses the moat and disappears into the tower. At first glance this stronghold looks to be impregnable, but you have gained access to far tougher fortresses in the past and you do not allow your spirits to be dampened by the difficult task of finding a way into this one.
Illustration XI—Powerless to stop Wolf's Bane, you can only stand and watch him disappear into the tower.
Turn to 308.
208
Drawing upon your Animal Mastery, you will the giant snake to retreat towards the far wall of the cavern. Its hypnotic eyes widen and its huge body trembles as it struggles to resist your psychic command.
Pick a number from the Random Number Table. Add 1 to the number you have picked for every level of Kai Mastery you have attained above the rank of Kai Grand Guardian.
If your total score is now 6 or less, turn to 175.
If it is 7 or more, turn to 32.
209
You unshoulder your Bow and draw an Arrow from your Quiver. As you fix the notch of the Arrow to the bowstring, you cast the Old Kingdom Battle-spell Flameshaft upon its tip, keeping the last word of the spell upon your lips until you are ready to fire.
Patiently you watch the warrior
kicking at the smouldering remains of the iron chest. The moment he turns away, you utter the completing word of the spell and let loose your Arrow at his back. The tip of the Arrow ignites in flight, the magical flame illuminating the gloom as it arcs towards your unwary target with deadly precision. The fiery point penetrates deep into the metal canister strapped to the warrior's back and, in a terrifying instant, he and his sorcerous weapon are engulfed by a crackling mass of electrical energy. He screams and staggers across the floor, his limbs and torso trailing blue-white snakes of light which earth themselves to the surrounding metal debris. Then, finally, the energy that is contained within the canister is expended. Released from his torment, he loses his balance and falls heavily to the floor.
You shoulder your Bow and move to descend from the top of the storage tank, but you freeze when you see a second warrior running to where the first has fallen. As he passes beneath the tank, you leap onto his back and bring him crashing to the ground. To your shocked surprise you discover that he is an exceptionally strong opponent. He draws power from the armour he wears and he uses it to break your grip. In desperation you utter the words of the Old Kingdom Spell Energy Grasp and use it to discharge a powerful pulse of energy into the fabric of his armour. The effect is devastating. His armour disintegrates, crushing him to death as it crumples and compresses his body.
Turn to 21.
210
The rasping growl of the metal wolf is steadily getting louder. The sinister sound makes your palms slick with cold sweat as you feverishly examine the door and the locking mechanism set into the wall nearby.
The gemstone squares are sensitive devices which secure this door. By tapping upon each of them a correct number of times you will cause the lock to disengage and the door will open. You place your fingers lightly upon the squares and feel the tell-tale vibrations that are the key to deciphering their secret code. Aided by your Kai skills, you are able to determine that the first code is equal to the number of named Kirlundin Islands north of Egen. The second code is equal to the number of villages to the east of Ragadorn.
In order to discover the exact numbers that will open the door, consult the map.
When you think you know the two-digit solution, turn to the entry that is the same number as your answer.14
If you cannot decipher the codes, turn instead to 134.
[14] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
211
The moment the rock passes over the glyph there is a blinding flash of white light, followed almost instantly by the deafening crackle of exploding electrical energies. Splinters of stone ricochet from the gravestone behind which you and your fellow Kai have wisely taken cover, and the stench of scorched earth and ozone assails your nostrils.
Then, abruptly, the noise and light cease and the burial ground is shrouded once more in gloomy silence. You peer over the gravestone to see that the doorway is now clear of rubble, save for the slab upon which the glyph is inscribed. The destructive power of the glyph has been discharged, but only temporarily. Your senses warn you that it is recharging; you have but a few seconds in which to enter the tomb before the magical device is active once more.
‘Quickly, my lords,’ you say, as you spring to your feet and hurry towards the entrance. ‘Follow me!’
Turn to 131.
212
You call on your advanced Kai Mastery to protect you from the effects of being struck by a massive electrical charge. However, the bolt that is now speeding towards your head is not a natural phenomenon — it is wholly magical in nature. The protection of your advanced Discipline may not be sufficient to save you from this crackling bolt of magical fire.
Pick a number from the Random Number Table. For every level of Kai rank you have attained above that of Grand Guardian, add 1 to the number you have picked.
If your total is now 3 or less, turn to 291.
If it is 4 or higher, turn to 166.
213
You hear the pot splash into the mire and the sound makes you spin around and reach for your weapon. The two angry reptilians clamber out of the pot and come rushing at you with jagged bone swords clutched tightly in their hands. They hiss and howl as simultaneously they launch themselves upon you.
Illustration XII—The angry Knoarcs come rushing at you, tightly clutching jagged bone swords.
2 Knoarcs: COMBAT SKILL 48 ENDURANCE 41
These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.
If you win this combat, turn to 129.
214
You retreat along the stamen as fast as you can, yet the sticky pollen conspires to slow you down. Then there is a sudden rush of air and you are forced to flatten yourself behind a gluey pollen cluster as the insect's lance-like proboscis comes hurtling towards your back.
Pick a number from the Random Number Table. If you possess the Disciplines of Grand Pathsmanship and Assimilance, add 2 to the number you have picked.
If your total score is now 0–4, turn to 295.
If it is 5 or higher, turn to 22.
215
From the cover of the leafy undergrowth you observe the primitive settlement for several minutes. During this vigil, you are bitten on the wrist by a small, ugly-looking spider which you crush immediately under your heel. The spider's bite is poisonous, but you are saved from a long and painful death by your innate Kai healing powers which eradicate the venom from your blood: lose 3 ENDURANCE points.
As time ticks by you become increasingly restless. You can detect no signs of life around the settlement and you are haunted by the fear that you may have allowed your adversary's trail to go cold. Prompted by this anxiety, you move closer to the settlement under cover of the thick jungle foliage. The line of deserted mud huts looks innocuous, but the words of the voice of Naar still linger in your memory. This humid jungle realm lies within his domain; it is therefore reasonable to expect that any inhabitants of this place will be wholly devoted to the cause of Evil.
You reach the edge of the undergrowth and pause to assess potential threats. The huts are semi-derelict, all bearing some signs of neglect and decay. The nearest one is a clay-tiled hovel that, like the others, appears to be empty. But when you focus upon its open doorway you see that a trench has been cut into its earth floor. You magnify your vision and at once you detect steps in the wall of this excavation, leading underground.
If you wish to enter the hut and investigate where these steps lead to, turn to 306.
If you choose instead to check the hut for traps, turn to 27.
216
In response to your prayer, you feel a warm and glowing sensation deep within your chest. This feeling grows and then pulses through your body and your mind, leaving you physically and mentally refreshed and alert: restore 8 ENDURANCE points.
Confident that the divine Gods of Good are watching over you in your moment of truth, you throw open the doors and stride boldly into the hall beyond.
Turn to 240.
217
You unsheathe your weapon and dive aside to avoid the Bangrol as it swoops out of the chimney and attempts to claw you with its razor-sharp talons.
Bangrol: COMBAT SKILL 34 ENDURANCE 30
If you win this combat in 3 rounds or less, turn to 142.
If the combat goes to a fourth round, do not continue the fight. Instead, turn immediately to 19.
218
You escape through the steel roof of the tower and catch a fleeting glimpse of the rain-swept city far below. Suddenly there is a tremendous flash as the bomb explodes and a debris-laden shock wave hits you from behind, flattening you against the dragonfly's crusty neck: lost 3 ENDURANCE points.
Your winged mount is hit by twisted metal from the blast which tears open its vulnerable belly. You feel it shudder, and then, in a terrifying instant, it ceases to beat its gossamer wings. Moments later you find yourself clinging desperately to its back a
s it plummets towards the ruins of the alien city.
If you possess Deliverance and have attained the rank of Sun Knight, turn to 76.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 226.
219
You recite the words of the Old Kingdom Battle-spell Shield and circle your arm in a wide arc before you. The reptilians cackle with glee as they finish reloading their bows, and together they lean over the lip of the pot and take aim at your seemingly unprotected body. Simultaneously they let fire, sending a stream of arrows whistling towards your chest, but none of them find their mark. The bone shafts shatter to pieces as they smash into your invisible shield.
Your thwarted enemies curse you vilely as they fumble to reload once more. It will take them less than a minute to achieve this task and so, mindful of the impending danger, you turn and hurriedly examine the sealed portal for a lever or some other means to make it rise.