The Deathlord of Ixia
Page 16
From the cover of a curving crystal bulkhead, you spy silently 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.
263
Before the sundered remains of your enemies can merge and reform, you kick them into the pit where they are consumed by the creatures which lurk at the bottom of its slime-filled base. Then, without looking back, you make a swift escape up to the roof and hurry away along the mossy ridge.
Minutes later, you come to a thicket of mist-enshrouded trees. As you pass through this eerie wood, you detect the presence of Tagazin once more. Fresh tracks indicate his direction and determinedly you set off, finding it an easy task to follow his clawed footprints in the loamy soil. They lead you through a tangle of saw-toothed briar and up a gently sloping rise. As you crest the top of the rise, you look upon an awe-inspiring sight.
Turn to 150.
264
You follow Captain Lanza as he races down to the base of the watchtower and hurries off along the slate-cobbled avenue which leads directly to the harbour. As he runs he curses and barks orders at the garrison soldiers who are fleeing from the quay, but they are wide-eyed with terror and all appear deaf to his commands. As you reach a bend in the road, you see the great black ship shuddering to a halt alongside the harbour wall. Instantly, a horde of undead warriors leap onto the quay and come rushing in pursuit of the routing Lencians. Their eyes burn with an unnatural fire and they howl like unchained demons as they mercilessly hunt their human prey.
Lanza manages to rally a dozen of his best men to form a defensive line across the narrow avenue. With their shields overlapping and their swords poised ready to thrust, they brace themselves to receive the first wave of undead. The pugnacious captain shouts words of encouragement to stave off their fear but it is clear to you that every single one of them is terrified. Their faces are drenched with sweat despite the biting cold.
With a hideous howl, the advancing mass of undead fall upon their line, hacking and stabbing at their shield-wall with their rust-dulled blades. The Lencians fight back furiously, shattering bones and cleaving skulls, but they are forced to give ground before the pressing onslaught.
Illustration XVI—The Lencian's sword is corroded by the creature's foul blood.
Then, from the midst of the enemy ranks, a grisly creature clad in mouldering black robes comes bursting through the shield-wall. A Lencian turns to thrust his sword into the creature's wormy flesh. His attack releases a gout of venom and instantly his sword crumples — corroded by the foul blood. The venom splashes him and he falls screaming to the ground, clutching at the smouldering stump that was once his hand. The creature howls with malicious glee as it leaps over his writhing body. It rushes towards you, its eye sockets blazing and its black claws extended to rake your flesh.
Cabalah: COMBAT SKILL 47 ENDURANCE 45
This undead creature is immune to Mindblast, Psi-surge, and Kai-surge.
You may escape from this creature after three rounds of combat by turning to 76.
If you stay and win the fight, turn to 209.
265
As you approach the curtain of light, your senses scream a warning that you are in dire peril. With difficulty you suppress your natural instincts and force yourself to step into the light; instantly 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 cannot, or if you choose to use neither of the above, then turn to 64.
266
Determinedly you battle your way through deepening snow and sleeting crosswinds to reach the remnants of Xaagon's west gate. This once-magnificent portal lies scattered in pieces around the open archway of a twin-towered barbican. As you approach the arch, you catch brief glimpses of the city's ruined buildings through the driving sleet. You also become aware of a noise — a low hum — reverberating beneath the howl of the wind. You pause briefly to listen and determine at once that this strange noise comes from the direction of the Crystal Spire.
Warily you press on towards the barbican, your eyes peeled all the while for guards. You are within a few yards of the archway when suddenly your Kai Sixth Sense alerts you to danger. Moments later, a dozen undead Drakkarim warriors come looming out of the storm, marching two abreast towards the west gate arch. To avoid detection you quickly sidestep into a shadowy portal at the base of the barbican wall. Here you discover a flight of stone steps which ascend to a derelict chamber that once served as a guardroom.
If you possess Grand Pathsmanship, turn to 202.
If you do not possess this Discipline, turn to 107.
267
The undead warriors carry out a thorough search of the hold, passing several times within inches of where you are hiding, yet they fail to find you; your Kai Mastery keeps you safe from detection. As you wait patiently for them to leave the hold, your thoughts are with the Lencian crewmen. The sound of fighting on the deck above has ceased and you are fearful that all the crew may have been slain by these merciless enemies.
If you wish to follow the undead when they leave the hold, turn to 186.
If you choose to stay hidden in the hold, turn to 314.
268
You draw your weapon and throw it at the glass dome. It shatters the dome on impact, releasing a crackling halo of energy which quickly dissipates. You retrieve your weapon and quickly snatch up the key, taking care not to touch the plinth on which it lies. (Record the Onyx Key on your Action Chart as a Special Item, which you carry in the pocket of your tunic.)
Having obtained the key you now try it in the door and find that it fits perfectly. You give it a gentle twist, confident that it will unlock this door and allow you access to whatever lies beyond.
Pick a number from the Random Number Table.
If the number you have picked is 0–6, turn to 50.
If it is 7–9, turn to 6.
269
You land badly, breaking your legs and your pelvis and rendering yourself incapable of moving. Concussed and in great pain, you attempt to draw on your healing skills to mend your broken bones. Unfortunately, before your bones have healed sufficiently for you to be able to go on, you are crushed to death beneath a deluge of falling rock and crystal.
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.
270
Soon you stumble upon a ruined watchtower where you stop to rest awhile and get your bearings. Through a hole in the tower's dull, glassy wall, you can see the wide stone ramp which services the archway entrance of the great Crystal Spire. Hidden from sight, you observe the traffic of undead warriors passing through this grand archway. The low hum that you detected earlier is much louder here, almost painfully so. Its concussive vibration is so strong that it leaves ripples in the snow.
You crane your neck to look at the uppermost tip of the spire, and you shiver with dread when
you detect the unmistakable presence of the Deathlord. His cloying aura of evil makes you break out in a cold sweat, but you fight back this fear and resolve to gain entry to the Crystal Spire; you are determined to defeat him. Patiently you wait, crouched in the rubble of the ruined watchtower, observing his undead slaves come and go. During this time, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 335.
271
You climb out of the forward hold and hurry along the deck to a flight of steps which ascend to the raised stern. A wheelhouse stands in the centre of the stern deck, inside of which you find Prarg examining a large glassy sphere mounted upon an ornate base of glittering black stone. A low hum and a faint greenish glow radiate from this sphere, which in turn is connected by silver tubes and strands of braided metal to the wheel which steers the craft.
‘What do you make of this, Grand Master?’ says Prarg, inviting you to take a closer look. You inspect the devices and determine them to be the propulsion and steering mechanisms. After careful appraisal of the controls you determine that you could easily sail the vessel.
‘Well, Grand Master,’ he says, staring bemusedly at the strange workings of this ship, ‘this is a rum craft and no mistake. Are you sure it can carry you to Ixia?’
‘Yes, I'm sure,’ you reply. ‘In fact I'm certain that it will be safer to sail the Tozaz in this ship than to attempt a crossing in any ice-boat bearing the Lencian flag.’
Prarg looks out of the wheelhouse window at the sunken remains of the ice-boat and says: ‘I hope you're right, Grand Master. I sincerely hope you're right.’
Turn to 18.
272
Using your advanced mastery, you magnify your vision in order to see better the new enemy that is descending towards you from out of the sky. As the images grow larger, you see that the leading Lavas is holding an item which radiates an intense aura of evil power. At a distance it appears to be a large metal bowl with a sharp spear of crystal fixed to its underside. Unsure of its purpose, you hazard a guess that it is some kind of weapon that the Lavas leader intends to use against you.
Driven by fear, you increase your own pace, determined more than ever now to reach the Shadow Gate before either Tagazin, or his new wave of helpers, can stop you.
If you possess Kai-alchemy and have attained the Kai rank of Sun Knight or higher, turn to 230.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 3.
273
Having used Brotherhood magic to assist your climb you now call on it again to aid your descent. The spell Slow Fall enables you to glide smoothly to the coal-black floor. A few whispered words cancel its effect and you hurry away towards the shadowy exit.
Turn to 300.
274
Moments from losing consciousness, you propel yourself upwards and break through the surface of the lake to gulp air into your burning lungs. On the jetty, a black-clad being is distracted by the sound of a distant splash. It turns its head and stares in your direction, its fiery eyes aglow like two red-hot coals. Hurriedly you inhale and dive below the surface, praying all the while that you have not been seen.
Pick a number from the Random Number Table. If you possess Assimilance, Grand Huntmastery, or Grand Pathsmanship, add 2 to the number you have picked.
If your total score is now 5 or lower, turn to 116.
If it is 6 or higher, turn to 157.
275
You remove your hand from the Sommerswerd and draw another weapon just in time to fend off the creature's initial attack. A flash of lightning briefly illuminates the cave and, for the first time, you see this mysterious beast: the sight is chilling to behold. Its mouth is a mass of twisted fangs and from its huge, bear-like body there writhes a score of slimy tentacles, each tipped with a venomous claw. Its reptilian head is domed and from its centre there protrudes a twisted horn, longer than a broadsword.
The creature retreats a few paces and howls with anger as it prepares to make its second attack.
Ixian Mhagani: COMBAT SKILL 40 ENDURANCE 60
You may evade combat with this undead creature at any time after the fourth round by turning to 56.
If you win the fight, turn to 16.
276
You hit the floor with cat-like grace, roll over to lessen the impact, and regain your feet — all in one balanced movement. The damage you sustain is minimal: lose 1 ENDURANCE point.
To continue, turn to 36.
277
The creature leaps from the gangplank onto the deck and thrusts the tip of its icy rod at your face. You parry its attack with the Sommerswerd and a flash of hissing sparks explode when the two formidable weapons collide.
Ziog: COMBAT SKILL 48 ENDURANCE 42
This undead creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.
If you win the combat, turn to 70.
278
On reaching the stone roof, you notice an opening at its centre which is partially overgrown with barbed creepers. You rip away this foliage, taking care not to scratch yourself on the poisonous barbs, and discover a flight of steps, thick with slime, which descend into the dark interior of the sunken building.
Unfortunately, your preoccupation with the stairway distracts you from an imminent danger. Suddenly your Kai senses alert you to the threat, and when you spin around, you find yourself facing a horde of monstrous shapes. Bloated corpse-things jostle with humanoid horrors and skeletal warriors whose bones are gnawed with decay. It is a ghastly sight — a regiment of Chaos-creatures, drawn here by the scent of human prey. You shiver with dread for clearly you are the prey they seek.
They have come streaming along the same mossy ridge that you travelled, hungrily following your scent trail. But now they are on the roof and, with frightening speed, they charge towards you. Gibbering and howling like demons, they hurl themselves upon you in a desperate attempt to slay you with fang and claw.
Chaos Horde: COMBAT SKILL 48 ENDURANCE 50
These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.
You may evade this combat after six rounds by turning to 235.
If you win the fight, turn to 190.
279
You draw upon the strength of your mind to fuel a ball of psychic energy. The ghoulish Drakkarim are at arm's length when you fire this burning ball of power into their midst. There is a white-hot flash and three crumble instantly to dust — the rest are knocked down by the blast of its psychic shock wave.
You raise you weapon and rush for the stairs, but to your shock and surprise, the Drakkarim undead rise swiftly and leap upon you from all sides.
Undead Drakkarim Search Party (in psychic shock): COMBAT SKILL 20 ENDURANCE 40
These beings are sensitive to all forms of psychic attack; double all normal bonuses.
If you win the fight, turn to 79.
280
You dive and roll across the floor to avoid the onrushing bolt of energy. The massive flame-ball passes over your back and explodes at the far end wall of the chamber with devastating effect. It tears open a hole in the steel-hard crystal wall more than ten feet in diameter, and it fills the air with razor-sharp shards. Yet, due to your swift reflexes, you suffer only minor injuries: lose 1 ENDURANCE point.
As you spring to your feet, you suddenly see an opportunity to seize the initiative and carry the attack to the Deathlord.
Turn to 12.
281
You unshoulder your Bow and let fly an Arrow at the nearest robed creature. The shaft arcs through the snowy sky and hits the target but, to your dismay, it passes clean through and splinters harmlessly against a distant wall.
The target creature utters a sound that resembles a mocking laugh. From a pocket of its tattered robe it draws a silvery rod and levels it at your head while its ghoulish companions circle around in an attempt to get be
hind you. Reflexively you dive for cover, avoiding certain decapitation as a searing bolt of energy surges from the tip of the rod. It passes within inches of your back before impacting against a pillar of crystal, the resultant explosion peppering you with splinters: lose 2 ENDURANCE points.
You scramble to your feet and run but your escape is thwarted by the creature's two companions. They block your path and you are forced to take on all three of them in a desperate hand-to-hand fight.
3 Cabalah: COMBAT SKILL 53 ENDURANCE 54
These undead creatures are immune to Mindblast, Psi-surge, and Kai-surge.
You may evade this combat after four rounds by turning to 41.
If you win the fight and you used the Sommerswerd, turn to 173.
If you win the fight without using the Sommerswerd, turn to 293.
282
Banedon reaches to a small wooden box which lies half-buried on a shelf choked with scrolls and charts. He blows away a film of dust, and then hands you the box and asks you to open it. Inside you discover a small platinum disc strung upon a loop of braided cord.
‘Take the amulet, Lone Wolf — it is a protection from evil. You may need to draw upon its power when you reach Ixia.’