by Joe Dever
You may restore any ENDURANCE points lost during your adventure so far.
To continue, turn to 345.
156
An undead Drakkarim soldier steps forward, takes hold of the shaggy beast's harness, and leads the wagon towards a stockpile of metallic containers. Clearly he intends to load these onto the wagon for transportation back to the submarine. Fearing discovery, you leap from the rear of the moving wagon and hide yourself among a stack of empty wooden crates. From here you observe two possible ways by which you could leave this busy cavern: by an unguarded staircase in the north wall, or through an open archway in the east wall.
If you wish to leave this cavern by the staircase, turn to 141.
If you choose to leave through the open archway, turn to 7.
157
With relief you sense that you have acted just in time; the creature on the jetty failed to catch sight of you before you dived below the surface.
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 nearby patrol of undead soldiers to march past.
Turn to 169.
158
You circle around the hall, keeping a watchful eye on the frozen humanoids that line the walls in case your presence here should cause them to animate. Thankfully, 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.
159
The Ziog drops to the deck and begins to crumble like ancient parchment. As you are stepping away from its foul-smelling carcass, your eye is caught by the glint of precious metal entangled in the remains of its fur.
If you wish to make a closer examination of the Ziog's remains, turn to 88.
If you choose not to approach the Ziog's carcass, turn to 329.
160
The instant you unsheathe the Sommerswerd, its golden light floods the chamber, countering the heavy aura of evil which permeates its every corner. The goodly presence of your divine sword causes the insectoids to shy away fearfully. You sense that they are repelled by its power which is leeching their strength.
Gradually, their insect-like forms dissolve back into wispy trails of black smoke which swirl once around the chamber before evaporating into the porous stone framing the Shadow Gate. You are relieved to see the back of these hideous creatures, but your comfort is all too short-lived; no sooner have they vanished than a new horror appears in the chamber, rising up out of the stone floor.
If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311.
If you have not, turn to 80.
161
You descend from the submarine's viewing platform and slip unseen into the frigid lake, thankful that the Platinum Amulet you are wearing is powerful enough to protect your body from the ill-effects of such devastatingly cold water. Rather than risk being seen by a patrolling group of undead warriors, you gulp a lungful of air, dive below the surface, and strike out for the distant shoreline.
If you possess Kai-alchemy and have reached the Kai rank of Sun Thane, turn to 133.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 309.
162
You reach the subterranean lake and go aboard an ice-boat moored alongside the stone jetty. With the demise of the Deathlord and his necromantic power, you are fearful that these vessels may no longer be serviceable; their sorcerous engines could prove to be as immobile as the warriors who stand like frozen statues all around the shore of the lake. But, fortunately, your fears turn out to be groundless.
You quickly discover that these ice-boats are propelled by Ixian witchcraft, an arcane art far older and more benign than the Deathlord's vile necromancy. Having satisfied yourself that your chosen vessel is seaworthy, you cast off its hawser and steer it away from the jetty towards the wide cave mouth which opens out into the stormy Tozaz Sea. The elation of victory is still buoying your spirits, yet there is a nagging unease in the back of your mind that not everything is as it should be.
Turn to 147.
163
You retreat hurriedly from the onrushing horde and evade them by descending a stair which leads down into the ship's hold. Above, you can hear the frenzied shouts of the Lencian crewmen as they engage the undead Drakkarim in fierce hand-to-hand combat. Suddenly, the body of a Lencian comes tumbling down the stairwell to land in an untidy heap at the bottom, the hilt of a rusty sword protruding from his chest. Then the clatter of steel-shod boots on the steps warns you that his killers are about to appear, and quickly you scan the darkness looking for a place to hide.
If you possess Assimilance, turn to 208.
If you do not possess this skill, turn to 26.
164
The sun-sword begins to glow and become warm in your hand. The blade points of its own accord towards the spiked helm and, at once, you sense that it is prompting you to destroy the evil artefact. Obediently you obey its silent request. You raise the sun-sword and bring it crashing down on the helm, splitting it asunder. There is a violent splash of hissing sparks and, when the sparks dissipate, you see that no trace of the helm remains; it has been utterly destroyed.
Purposefully, you turn and walk towards the Shadow Gate. As you leap into its spinning core, you pray that you will arrive back on Magnamund in time to thwart the Deathlord's evil plan.
Turn to 200.
165
Leaning at a slant to make headway into the blizzard, you trek determinedly through deep snow that is heaped in drifts around the breached city wall. As you pass through the gap, you catch brief glimpses of ruined buildings through the sleeting gale. You also become aware of a noise — a low hum — which is reverberating beneath the howl of the wind. You stop to listen and at once you determine that this strange noise is coming from the Crystal Spire.
Illustration X—A troop of skeletal warriors marches stiffly towards the plaza.
Wearily you press on through the awesome ruins of this age-old city, where once a proud and mighty race reigned supreme, until you are forced to halt and take cover from a passing troop of skeletal warriors. You watch them march stiffly along an ice-choked avenue towards a plaza which is dominated by a frozen fountain. Beyond the fountain's solid plume of water you see a broad ramp which ascends to a grand archway at the base of the Crystal Spire.
If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, turn to 9.
If you do not possess this skill, or if you have yet to reach this level of Kai Mastery, turn to 122.
166
Banedon reaches for a small wooden box which lies half-buried on a shelf, amongst a clutter of scrolls and charts. As he does so, he is momentarily distracted by the Platinum Amulet which you wear on a cord around your neck. You notice the suddenly inquisitive look in his eye.
‘How did you come by that?’ he asks, as he stares fixedly at the amulet.
‘It was given to me by Gwynian — the Sage of Varetta. I'm sure its powers kept me safe from the perils of the Maakengorge. Tell me, my friend, have you heard of this sage?’
‘Oh yes,’ replies Banedon, thoughtfully, ‘I know Gwyni
an. If the amulet you wear was given to you by him then, perhaps, you do not need the special protection I had in mind after all.’
Banedon takes the small wooden box and hands it to you. Upon opening it you discover it contains a platinum amulet, almost identical to the one you are already wearing.
‘I see what you mean,’ you say, as you close the lid and return the box to Banedon.
Turn to 57.
167
You unsheathe the Sommerswerd and a brilliant golden light erupts along its divinely-crafted blade. The goodly light of the sun-sword washes over your ghastly adversaries, causing them to howl with naked fear. Instantly you seize the advantage and strike out at them before they can get away.
3 Cabalah: COMBAT SKILL 50 ENDURANCE 54
These undead creatures are immune to Mindblast, Psi-surge, and Kai-surge. Ignore any ENDURANCE point losses you may sustain during the first two rounds of combat. Also, remember to apply all the appropriate bonuses whilst using the Sommerswerd against these undead enemies.
If you win the fight, turn to 173.
168
Your desperate combat is interrupted by a whirling gale-force wind. It arises in the centre of the chamber and accelerates like a cyclone around the walls, separating you from your enemy and hurling you both to the floor.
Suddenly, the air crackles and seethes with static power. A dark shape is taking form at the centre of the raging cyclone, a shape which radiates an intense aura of evil. It solidifies into a tall, black-robed torso surmounted by a goat-like skull. Where there should be eye sockets you see fiery cores of scarlet energy. Fear grips you with its icy hand when you smell the stench of death and corruption that hangs heavy around this dread being. You are in no doubt that you are now in the presence of the Deathlord of Ixia.
Tagazin whimpers like a frightened pup and slinks towards his master, his head bowed in fearful subservience. The Deathlord removes the Deathstaff from inside his funereal robe and holds it on high. Tagazin freezes in his tracks and his whole body trembles violently — he is clearly petrified of his master's wrath. Ixiataaga sweeps the air with the evil staff, and in a terrifying instant, both you and Tagazin are lifted by the raging wind and hurled into the dark abyss that is the Shadow Gate.
Turn to 303.
169
As soon as the patrol is a safe distance away, you haul yourself out of the water and run to the cover of some boulders which lie embedded in the icy shore of this subterranean lake. Here you discover to your dismay that, during your underwater swim, you lost two items from your Backpack.
Erase those items which you have recorded in spaces 4 and 6 on your Backpack Items list.
To continue, turn to 304.
170
You pull away in a desperate attempt to dodge the oncoming bolt, but it twists like a crackling snake in mid-air and glances off your left shoulder. The force of its impact sends you spinning to the deck where you crash heavily among the sundered skulls and bones of your skeletal foes.
You are dazed and bruised but otherwise unharmed, the glancing blow and your Magnakai skill of Nexus having spared you the worst effects of the deadly bolt. You shake your head wearily and attempt to stand, only to find yourself half-kneeling before the clawed feet of your would-be killer. The creature is advancing slowly and is nearing the end of the gangplank.
If you possess the Discipline of Magi-magic and wish to use it, turn to 92.
If you possess Kai-alchemy and wish to use it, turn to 121.
If you do not possess these Disciplines, or if you choose not to use them, turn to 135.
171
When you regain consciousness, it seems as if you have been knocked out for no more than a few minutes, but as your mind clears you sense that you are still at sea, although no longer in the hold of the Ixian ice-boat. Countless hours, perhaps even days, could have elapsed since you were knocked out, and now you find yourself lying face down on the floor of a small dank cell. Instinctively you reach for your weapon — but it is no longer there. Your head throbs, your body aches viciously, and your mood is further soured when you discover that your Backpack, your Weapons, and all of your Special Items (with the exception of your Platinum Amulet) are missing.
You roll over wearily and drag yourself to your feet. You can hear noises in a distant part of this vessel and, when you intensify your hearing, you become aware that this mysterious craft is slowing down as if in preparation to dock. Anxious to escape, and doubly anxious to retrieve your missing equipment, you step towards the door of the cell.
If you possess Kai-alchemy and wish to use it, turn to 112.
If you possess Magi-magic and wish to use it, turn to 46.
If you possess neither of these Disciplines, or if you choose not to use them, turn instead to 148.
172
Despite the difficulties, you handle the vessel like a master seaman. Within three hours of entering the narrows, you emerge on the far side of the ice-field without a scratch and are able to continue your voyage to Fort Azgad without any further delays.
Turn to 350.
173
As your divine blade inflicts the wounds which destroy these creatures, their bodies undergo a swift and gruesome transformation. They implode, twisting and shrinking as they contract, until all that is left are three evil-smelling pools of bubbling black venom surrounded by melted ice and fragments of smouldering cloth.
You sheathe the Sommerswerd and step away from the foul remains. But as you turn to leave the ruins, you hear a terrifying howl that makes your blood run cold. With fearful anticipation you look up at the towering Crystal Spire and see, illuminated by lightning flashes, the awesome figure of Deathlord Ixiataaga. He stands behind the parapet of a window in the upper reaches of the spire, the Deathstaff raised high in his ungodly hand. He has sensed the presence of the Sommerswerd and he has determined to destroy it.
You see a flash of white light explode at the tip of the Deathstaff, and in the very next instant, you feel agonizing pain shoot through every part of your body. Then an explosion of white-hot fire obliterates your senses, and in a terrifying instant, the light that is your life is snuffed out.
Tragically, you have fallen victim to the Deathlord of Ixia. Your life and your quest end here.
174
The lock disintegrates and the door bursts open, spraying a shower of ice into the empty corridor beyond. Before leaving the cell you pause for a few moments to use your Magnakai skill of Nexus in an attempt to determine the location of your missing weapons and equipment. You sense they are distant. Guided by your feelings, you turn to the right and go off along the corridor in search of them.
The dingy, ice-caked corridor wends its way deeper into the bowels of this vast alien vessel. You explore a maze of empty holds, where the walls are braced with gleaming crystal girders, and pass through low-ceilinged chambers that, despite the biting chill, reek of death and decay. At length your search ends at a great grey door which is guarded by two undead Drakkarim warriors, armed with spears. The noises you heard earlier have now ceased, and so has the movement of the vessel. You sense that this craft is no longer at sea.
From the cover of a curving crystal bulkhead, you spy upon the Drakkarim guards while you consider your next move.
If you wish to attack the guards with your bare hands, turn to 243.
If you choose instead to use your Magnakai mind Disciplines upon the guards, turn to 336.
175
Using your mastery of the Kai mind Discipline of Grand Nexus, you focus on the hole and attempt to will the lock open.
Pick a number from the Random Number Table. For every level of Kai Mastery you have attained above that of Kai Grand Guardian, add 1 to the number you have picked.
If your total is now 7 or less, turn to 328.
If it is 8 or more, turn to 203.
176
You utter the words of the Brotherhood Spell Levitation and immediately you feel yourself rising up out of the mire. You c
lear the scummy surface and continue to float up the shaft until you are face-to-face with the Chaos-creatures who are crowded around the pit's edge. You draw your weapon and prepare to fight your way through them, but, as soon as you lash out at your first target, you falter and slip a few feet into the gaping shaft. You are finding it difficult to maintain your levitation spell and fight at the same time.
Pick a number from the Random Number Table. If your current ENDURANCE points score is 15 or lower, deduct 2 from the number you have picked. If your ENDURANCE points score is 36 or higher, add 1.
If your total is now 5 or less, turn to 111.
If it is 6 or more, turn to 154.
177
‘There's the answer,’ you say, pointing to the Ixian ship.
‘B … b … but … ’ stammers Prarg, clearly taken aback by the suggestion.
‘I grant you, it is a strange craft,’ you say, ‘but it looks well-suited for passage through icy waters. It served the enemy's purpose well enough — I say it's time we put it to better use.’
Prarg gives a weak smile and follows hesitantly in your wake as you leap aboard the deck of the Ixian ship.
‘First we'd best make sure it is empty,’ you say, as you unsheathe your weapon.
‘Very well,’ replies Prarg, ‘which end do you wish to search, Grand Master, the bow or the stern?’