The Deathlord of Ixia
Page 4
‘The ice-boat will land you on the coast of Ixia, Lone Wolf,’ says Banedon, ‘and then it will wait at anchor for you to return upon the completion of your mission.’
‘How long will the ice-boat wait for me?’ you ask, apprehensively.
‘If you do not return within seven days, the pilot has orders to set sail for Vadera without you. The Tozaz in winter is a cruel and terrible sea — no ordinary man could hope to survive there for much longer than a week, no matter how strong his ship or plentiful his supplies. Which reminds me — if you are to survive your visit to Deathlord Ixiataaga's frigid realm, you will be needing some special protection.’
If you possess a Platinum Amulet, turn to 166.
If you do not possess this Special Item, turn to 282.
2
Furtive and fretful, like dogs snuffling for a grounded fox, the undead Drakkarim encircle your hiding place and begin to close in upon you. It can only be a matter of moments before they find what they are looking for!
If you possess Kai-surge and have reached the rank of Kai Grand Guardian or higher, turn to 279.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 31.
3
To your dismay, the descending wave of Lavas reach the Demonlord before you and form up in a protective circle around his ice-sheened body. Those that remain in the sky beat the air with their mighty wings, causing a powerful down-draught which holds you at bay.
Shielding your eyes from the stinging dust-choked winds, you look up and see that the Lavas leader is cradling the curious spiked metal bowl in its horny hands. He descends towards Tagazin and inverts it, and suddenly you realize its true purpose and design. It is a helm of power, affixed on top with a crystal spike. The Lavas places the helm upon the Demonlord's head and the spike begins to glow menacingly.
Now all of the Lavas ascend into the sky where they wait to view a confrontation which is about to commence. Suddenly Tagazin, revitalized by the power of the spiked helm, comes charging at you with his head lowered, snorting gruffly like a maddened bull.
Pick a number from the Random Number Table. If you possess Grand Huntmastery or Grand Pathsmanship, add 3 to the number you have picked.
If your total is now 4 or less, turn to 72.
If it is 5 or more, turn to 308.
4
You circle around the hall, keeping a wary eye on the frozen humanoids that line the walls in case your presence here should cause them to animate. Fortunately your caution proves unnecessary — they remain completely immobile.
As you pass by the shimmering archway, you feel nausea rising from the pit of your stomach and a wave of dizziness makes you falter for a few moments: lose 2 ENDURANCE points. However, your dogged persistence pays off when you discover a partially-concealed panel in the wall. As you step nearer, it slides open to reveal a flight of steps which ascend to an empty chamber. Here you discover a door of opaque green crystal set flush into the north wall. Closer investigation reveals a curious lockplate positioned at its centre.
If you wish to examine this lock, turn to 322.
If you choose to ignore the crystal door and return by the stairs to the entrance hall below, turn to 299.
5
You mistime your jump and land badly, breaking your right leg in three places and rendering yourself incapable of moving. Gritting your teeth against the intense pain, you draw on your healing skills to mend the broken bones. Unfortunately, before your legs have healed sufficiently for you to go on, you are crushed to death by a deluge of falling masonry.
Your incredible courage has brought about the defeat of the evil Deathlord Ixiataaga, saving untold millions of living souls from an eternity of slavery in his service. So long as there is Good upon Magnamund you will never be forgotten. Sadly, though, death is the price you have paid for this victory.
Your life and your quest end here in the Crystal Spire of Xaagon.
6
There is a faint click and the door opens without a sound. You walk through and emerge into a chamber composed entirely of polished black crystal, where you see myriad images of yourself trailing away into infinity within the mirror-smooth walls. At first you see only your own reflections, but when you cast your gaze around this eerie chamber you realize that you are not alone. Standing guard at an open archway are a trio of undead creatures, the like of which you have never encountered before. They are armed with barbed tridents which they hold loosely in their corpse-green hands.
Suddenly they become aware of your presence and come scurrying forwards, their tridents raised in readiness to pin you to the wall.
If you possess a Bow and wish to use it, turn to 287.
If you do not, turn to 64.
7
Drawing on your Magnakai skills of camouflage and psychic defence to shield your body and mind, you leave your hiding place and hurry through the open archway. Several hundred yards beyond, you come to a wide stone staircase which ascends to a landing, positioned high above the underground lake and ice cavern. As you climb the steps, the sub-zero temperature plummets even further, making you shiver involuntarily, despite the combined protection of your Platinum Amulet and your Magnakai skills.
At length you reach the landing to be greeted by the sight of two undead Ixian warriors standing guard at the mouth of a cave. Instinctively, you sidestep into the shadows to avoid being seen, but the Ixians show no reactions; it is as if they have both been cast in stone.
Beyond the open cave mouth you see a bleak and desolate wasteland of rock and ice. A blizzard is raging, whipped up by a fierce electrical storm that blazes above a distant mountain range. The jagged peaks are illuminated by the flashes of the storm's ghostly, blue-white fire.
Your Kai senses tell you that the evil sorcery which animates and controls the guards is temporarily dormant: these two skeletons currently pose no threat to your safety. However, the same cannot be said of the troop of undead Drakkarim warriors who, at this moment, are marching up the stairs behind you. Reluctantly, you leave the cave mouth and set off into the raging blizzard in search of the city of Xaagon.
Turn to 44.
8
The instant you step into the light, a wave of acute pain washes through your body as the curtain of shimmering radiance swallows you up. You writhe in agony as gravity releases its hold on your body, and you feel yourself begin to rise: lose 10 ENDURANCE points.
You are on the threshold of unconsciousness when suddenly the light fades and you find yourself kneeling on a floor of black crystal, staring at the reflection of your pain-wracked face in its highly-polished surface. Wearily you raise your aching head and see, to your horror, a trio of undead creatures scurrying towards you from an open archway. They have barbed tridents clasped in their corpse-green hands, held raised in readiness to pin you to the floor.
If you possess a Bow and wish to use it, turn to 287.
If you possess Kai-surge and wish to use it, turn to 96.
If you do not, or if you choose not to use either of the above, then turn to 64.
9
As you stare upwards at the monstrous spire, you detect waves of pure evil radiating from its ice-sheathed surfaces. They seem to wax and wane in time with the crimson light pulsing from its tip. Your improved mastery also detects dangerously high concentrations of light in the ultraviolet spectrum. So strong is this light that it physically sickens you, yet you find it hard to look away; you are both fascinated and repulsed by it.
Suddenly you realize what it is that you are seeing and feeling: it is the evil power of Deathlord Ixiataaga himself. He is present here, somewhere inside this dread spire.
If you possess Kai-screen, turn to 325.
If you do not possess this Grand Master Discipline, turn to 245.
10
With a dull clunk, the lock disengages and the heavy portal creaks ajar.4 Immediately you are greeted by a blast of frozen air as you push open the door and step out
onto a viewing platform which is fixed to the outer metallic skin of this huge alien submarine. Away to your right you can see a line of ice-boats at anchor at the lake's edge, and to your left you notice a column of skeletal warriors. These are being led by a black-robed Cabalah, marching in mechanical fashion along a jetty towards the mouth of a tunnel which leads out of the vast ice cavern. Your keen Kai senses tell you that you have arrived in Ixia, and that the distant tunnel leads to the surface.
You commit the position of the ice-boats to memory; if your mission is successful, you will be needing some means by which you can escape from Ixia. Then you carefully observe the area immediately surrounding the submarine, and notice that there are only two ways by which you can reach the distant tunnel — by the adjacent jetty, or by entering the icy waters of the lake and swimming to the shore.
If you wish to attempt to reach the tunnel via the jetty, turn to 30.
If you choose to attempt to reach the tunnel entrance by swimming from the submarine to the shore, turn instead to 161.
[4] This is the correct answer to the grid lock in Section 69.
11
You pilot the ship cautiously along a string of narrow fjords which cut an uncertain route through this treacherous field of icebergs. Using a mix of hand signals and telepathy, you send directions to the helmsman at the rear of the ship. It is a gruelling procedure which soon takes its toll on the nerves of all aboard.
Every few minutes your vision is obscured by gusts of powdery snow which swirl across the deck, blown down from the tops of the surrounding ice cliffs. During one of these fierce blasts you are momentarily blinded. You clasp your hands to your stinging eyes and suddenly the incessant howl of the wind is accompanied by the tortured screech of the hull as it shudders along a bank of submerged ice. The impact sends the ship careering violently to port and almost hurls you overboard. You crash heavily against the rail and rebound to the deck where you lie for a few moments, stunned and gasping for breath: lose 2 ENDURANCE points.
Mindful of the deadly danger, you scramble to your feet and rush to the prow. The crew have been clearly terrified by the collision; most of them are cowering along the ship's rail, staring up at the encroaching walls of ice, their eyes haunted with fear as earnestly they offer prayers to the Goddess Ishir. Then, almost without any warning, the snow-laden wind abates and the ship emerges from the iceberg field into the open waters of the Tozaz Sea. The crew give a hearty cheer, relieved that their icy ordeal has at last come to an end. One man pulls the cork from a bottle of black rum which he has been keeping for a special occasion. He takes a mighty swig, and then passes it to you. Just as you are about to take a swallow, unexpectedly you hear the helmsman's voice echoing along the deck: ‘Ship ahoy!’
Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.
Turn to 195.
12
You see that the Deathstaff is no longer vibrating with power. You sense that Ixiataaga has expended all of its unholy energy in one massive burst, in the hope of destroying you quickly and utterly. It will be several minutes before the Deathstaff recoups its dark powers — you must act swiftly if you are to turn this to your advantage.
You raise the Sommerswerd and an umbrella of golden light bursts from its hilt to illuminate the debris-strewn chamber.
‘For Sommerlund and the Kai!’ you shout, and with a single mighty leap, you traverse the fiery moat and land on the plinth within an arm's length of the Deathlord's foul form. Your brave and bold action takes Ixiataaga aback, but he quickly recovers, and with unnerving speed, he spins around to counter your attack.
Turn to 214.
13
With difficulty you retrieve the Sabito from your Backpack and force it into your mouth. Your lungs feel as if they are on fire, and you are barely moments away from slipping into unconsciousness when the Sabito takes effect. Quickly the feelings of nausea subside and your strength returns. This prized herb enables your body to absorb oxygen from the icy seawater directly through the pores of your skin, negating the need to surface for air.
In just a few minutes you reach the distant shoreline and break through the surface alongside a shallow stone causeway. Atop this causeway is a track, a spur of which branches off towards the tunnel entrance. With only your head visible above the lake, you cling to the causeway stones and wait patiently for a patrol of undead warriors to march past.
Turn to 169.
14
You race up the treacherously frosty steps which lead to the open watchtower roof. There you find Prarg hurriedly loading a pantard — a heavy iron crossbow which is mounted on a rotating platform.
Once again the freezing air is filled with cries of fear and chaos. Drawn by these frightful sounds, you run to the stone parapet and look down to see the great black ship come shuddering to a halt beside the harbour wall. Instantly, a horde of undead warriors leap onto the quayside and rush off in pursuit of the routing Lencians. Their eyes burn with an unnatural fire and they howl like demons as mercilessly they hunt down their human prey.
Prarg has now loaded the pantard and he calls on you to act as gunner. You oblige by taking hold of the firing mechanism and swivelling the weapon around in search of your first target. Two spring readily to view: the mass of undead that are swarming ashore, and a glowing glassy sphere which is mounted on a plinth beside the ship's wheelhouse.
Illustration I—A horde of undead warriors leap onto the quayside.
If you choose to fire at the undead horde, turn to 114.
If you decide to fire at the glowing sphere, turn to 251.
15
Using your advanced mastery, you lighten your body weight to prevent yourself from sinking any deeper into the mire. Moments later, you feel something brush past your leg for a second time and the chilling sensation galvanizes you into action.
The walls of the shaft are mirror smooth for the first ten feet above the surface of the mire. But beyond this point you notice that they are rough-hewn and studded with sharp spurs of rock. One such spur offers a tempting handhold … if only you could get to it. If you could reach it, it would be an easy task for a warrior of your agility to climb to the opening above.
If you possess a Rope (oiled or otherwise), turn to 323.
If you do not possess this Backpack Item, turn to 210.
16
Upon the instant you strike your fatal blow the creature emits a piercing shriek and crumples to the floor of the cave. The stench of its rotting body makes you feel nauseous, but at least it is blocking the icy wind which whips through the open cave mouth. After satisfying yourself that it was the only one of its kind in this cave, you settle down in a corner and take a well-deserved rest: restore 3 ENDURANCE points.
Turn to 289.
17
For a few tense moments you pause to consider a plan of action. The radiant light from the archway raises the hairs on the nape of your neck — a sure sign that danger lies here. But as you focus on the eerie curtain of light, you sense that beyond it lies the only certain route by which you can gain access to the higher levels of this dread citadel.
If you wish to pass through the shimmering archway, turn to 52.
If you decide to search for an alternative way of reaching the upper levels of the Crystal Spire, turn to 158.
18
You leave the Ixian ship and go in search of Captain Lanza. You find him with his men by the watchtower — they are building a bonfire out of rags and broken bones. A toothless sergeant empties a gallon of skark oil onto the heap and a burning torch sets the whole thing ablaze.
You stride over to Lanza and slap him heartily on the back. ‘Well fought, captain. You and your men have brought honour to Lencia this day.’
Captain Lanza greets your compliment with a sombre face. ‘Nay, sire,’ he says, sadly. ‘ 'Tis the enemy who've won. The ice-boat is sunk and we cannot sail you to Ixia.’
‘We can use the enemy ship,
Captain,’ you reply. ‘It is perfect for the task. All I need of you are some provisions and a crew.’
Lanza's face brightens. He orders his men to prepare the Ixian ship and within the hour you are ready to set sail.
‘May the gods watch over you, Grand Master,’ says Prarg, as you bid him and Lanza farewell.
‘Do not fear,’ you reply. ‘I shall soon return.’
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 332.
If it is 5–9, turn to 224.
19
Using the Magnakai Discipline of Nexus, you focus on the hole and attempt to will the lock to disengage itself.
Pick a number from the Random Number Table. For every level of Kai Mastery you have attained above that of Sun Knight, add 1 to the number you have picked.
If your total is now 7 or less, turn to 65.
If it is 8 or more, turn to 143.
20
The moment you project the correct number at the lockplate, the entire portal begins to shimmer and lose its solidity.5 It becomes transparent and then fades completely, as if evaporating into thin air. With a smile of satisfaction on your lips at having solved the riddle, you step through the now open archway and into an adjoining hall.