by Joe Dever
Soon the ship becomes deathly quiet and your mind is filled with concern for the Lencian crewmen — your Kai senses detect no living beings close by.
If you wish to investigate what is happening up on deck, turn to 186.
If you choose to stay hidden here in the hold, turn to 314.
325
You raise your psychic defences to protect yourself from the debilitating effect of the evil which is radiating from the Crystal Spire. Yet, even so, you do not escape some discomfort and pain: lose 2 ENDURANCE points.
To continue, turn to 330.
326
Using your advanced mastery, you reduce your body weight to a minimum before stepping into the gaping hole. You fall through the dust-choked air to land on the floor of the hall, fifty feet below. On landing you weigh little more than a domestic cat, yet the speed and shock of impact is still rough enough to strain your ankles and force the breath from your lungs: lose 2 ENDURANCE points.
To continue, turn to 62.
327
Finally the lock surrenders to your blows and the heavy portal creaks ajar. 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 the 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.
328
Your attempt at opening the lock using only the power of your mind proves to be a fatal mistake.
Inadvertently, you set off an alarm which in turn activates a powerful necromantic spell of protection. You see a flash of white light as, in an instant, a surge of radiant energy comes shooting from the hole to hit you squarely in the face. Pain engulfs your mind, to be followed by an explosion of white-hot fire which obliterates your senses. In a terrifying instant, the light that is your life is snuffed out.
Tragically, you have fallen victim to one of the Deathlord's spells. Your life and your quest end here in the Crystal Spire.
329
Lanza and his men reach the quayside, having fought their way stoically through the ranks of the Ixian undead. The Captain, his face streaked with sweat, shouts excitedly and waves his sword. The tide of the battle appears to have turned and he seems elated by his hard-won victory. But then you realize that he is not cheering — he is shouting a warning.
From the prow of the enemy ship comes a hissing cloud of fire-tipped arrows. You dive for cover and escape being hit, but many of the burning shafts pierce the ice-boat's decking and start fires in the sails. The flames spread with unnatural speed and you are quickly engulfed by flames.
If you wish to escape from the burning ship by jumping into the harbour, turn to 42.
If you wish to attempt to reach the quayside by swinging from the rigging, turn to 201.
330
Your fascination with the power of the Crystal Spire has distracted you from a more imminent danger. From a narrow passageway to your left appear three creatures draped in mouldering black robes. They see you and give vent to a chorus of high-pitched shrieks of alarm. You spin on your heel to face them, fearful that their hideous cries will bring all of Xaagon down upon your head.
If you possess a Bow and wish to use it, turn to 281.
If you possess Kai-surge, have reached the rank of Kai Grand Guardian or higher, and wish to make use of this Discipline, turn to 234.
If you possess neither the weapon nor the Discipline, or choose to use neither, turn instead to 60.
331
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. You are peppered in the legs by these splinters: lose 3 ENDURANCE points.
As you stagger to your feet, you suddenly see an opportunity to seize the initiative and carry the attack to the Deathlord.
Turn to 108.
332
You leave the harbour and set a northerly course to Ixia. It is less than an hour past noon and yet the winter night has already closed in. You share this icy darkness with a crew of six Lencian outposters, all of whom volunteered for this perilous mission. Lanza has ordered them to land you on the coast of Ixia and wait at anchor for seven days for you to return; they must wait no longer.
The blackness is lit only by the throbbing green glow which radiates from the sphere. You stare at this mesmerizing light and you are gripped by a feeling of unease. Your Kai senses warn you that there is a lingering aura of evil aboard this ship.
If you possess Deliverance and have reached the rank of Sun Thane, turn to 155.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 291.
333
Your mastery warns you that the shimmering curtain of light which fills the archway ahead will cause harm to any living thing that passes through its beams. However, your senses also detect that beyond the archway lies the only sure route by which you can gain access to the higher levels of this dread citadel.
If you wish to pass through the shimmering archway and risk injury, possibly even death, then turn to 265.
If you decide to search for an alternative way of reaching the upper levels of the Crystal Spire, turn to 4.
334
Before you leave, you take up one of the crystal swords and examine it. It is a fine blade, but one that was not crafted for a human hand. You replace it carefully in the rack before leaving this chamber and climbing the stairs to the ice-cavern. Here you wait in the shadows for a chance to escape from this subterranean complex by the only other exit — the open archway in the east wall.
Turn to 7.
335
An hour passes before the arched entrance becomes devoid of undead slaves. Steeling yourself for the awesome task ahead, you slip away from the ruins of the watchtower and hurry up the ramp towards the open, empty archway.
Turn to 249.
336
Using your Magnakai Discipline of Psi-surge, you cast a powerful blast of psychic energy at the two guards in the hope of disrupting the power that controls them. Unfortunately, your attack is deflected by an invisible shield, a magical protection which has been placed upon these two guards by a powerful necromantic sorcerer. Alerted psychically to your presence, the undead Drakkarim guards suddenly spring into action and come rushing towards your hiding place with their spears raised.
Drakkarim Undead: COMBAT SKILL 34 ENDURANCE 42
Without weapons or equipment you have no choice but to fight these foes bare-handed. (Remember to make the appropriate adjustments to your COMBAT SKILL.)
If you win the combat, turn to 63.
337
You call upon your mastery to repel the unseen creature which is circling around your legs. To your dismay, however, the creature does not respond as you would wish. Pain knifes through your lower right leg as the powerful jaws of this unseen beast clamp around your calf in an attempt to drag you below the surface of the bog.
Desperately you stab with your weapon at the creature's head in an attempt to cut yourself free from its agonizing grip.
Suggaz: COMBAT SKILL 40 ENDURANCE 44
If you win this fight, turn to 67.
338
Several hours pass before the blizzard dies down sufficiently for you to be able to leave your hollow and continue your lonely trek towards Xaagon. You scale the mountain of snowy debris brought down by the avalanche and reach the end of the pass where, for the first time, you get a clear view of the Deathlord's dread city. Once, millennia ago, this city had been the home of a brilliant civilization; today the stately crystal places and temples of Xaagon are occupied by the evil dead.
Onward you trek, through knee-deep snow and jagged ice, towards the towering walls of Xaagon. The city is dominated by a spire of crystal which stabs the stormy sky, drawing lightning from the black clouds which swirl around its tip. From this needle-sharp point there radiates a crimson glow which sweeps the surrounding landscape. It is like a hellish lighthouse, casting its baleful crimson beams across a landscape that has frozen to death.
Gradually, as you come within the shadows of Xaagon's outer wall, you see two places where you could gain entry to the city beyond. The first is through a breach in the south wall, near to the coast; the second is through the city's shattered west gate. Neither entrance appears to be guarded.
If you wish to enter Xaagon by the breach in the south wall, turn to 165.
If you choose to enter by the west gate, turn to 266.
339
‘You need have no fear, Banedon,’ you reply, unsheathing the sun-sword, ‘for you know that I possess such a weapon — the Sommerswerd.’
Banedon stares at the shimmering golden blade and calmly nods his head. ‘Yes, Grand Master. Your divine sword is ideally crafted for the task, but you must use it with discretion. Unsheathed, the Sommerswerd radiates a powerful aura of goodness — in the darkness of Ixia, such power would be like a blazing beacon. It could readily alert the Deathlord to your presence.’
If you possess a Korlinium Scabbard, turn to 101.
If you do not possess this Special Item, turn to 194.
340
Lanza orders his men to arm themselves with warhammers from a nearby hut.
‘Normally my men use these to break up harbour ice in the dead of winter,’ he says, as together you help to distribute the heavy two-handed hammers among the garrison, ‘but now they can be put to good use smashing up the bones of our foes!’
Freshly equipped and fired by the taste of victory, Lanza and his men set about hammering the remnants of the attacking enemy. They drive them all the way back to their ship, literally shattering all who dare stand in their way. Within the hour the outpost is secured — the enemy have been destroyed.
You survey the aftermath of the battle with mixed emotions. You feel elated at having helped Lanza to win, but the ice-boat, which was to have conveyed you to Ixia, is now a burned wreck lying at the bottom of the harbour. All that can be seen of it is a few feet of its mainmast protruding at an angle above the surface of the sea. As you stare at this blackened masthead, you are joined by Captain Prarg.
Illustration XIX—The ice-boat is now a burned wreck lying at the bottom of the harbour.
‘What in Ishir's name can we do, Grand Master?’ he says, staring dejectedly at the icy water which is swirling in eddies around the submerged wreck. ‘That ice-boat was the only vessel capable of transporting you to Ixia.’
‘Never fear, Prarg,’ you reply, confidently. ‘I've just had an idea that could be the answer to our problem.’
Turn to 177.
341
You unsheathe your golden blade and its goodly light washes over the Demonlord's unlovely form. He growls fearfully, as if weakened by its radiant power, yet he does not lose his determination to attack.
With a hellish howl, he launches himself through the air at you, his clawed paws outstretched in eager readiness to tear at your flesh.
Demonlord Tagazin: COMBAT SKILL 55 ENDURANCE 60
This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.
If you reduce Tagazin's ENDURANCE points score to 25 or less at any time during this fight, do not continue. Turn instead to 168.
342
Despite all your attempts at opening the lock, the mechanism remains defiantly immobile. The effort expended in the attempt also leaves you feeling weakened and frustrated: lose 2 ENDURANCE points.
You pass the following hour in quiet discomfort listening to the dull and distant noises which echo through the walls of this strange vessel. Then you detect the sound of approaching footsteps and your spirits suddenly rise — at last this could be your chance to effect an escape.
Turn to 191.
343
Quickly you turn and hurry down the stone staircase. The Drakkarim patrol you sighted earlier is nowhere to be seen, enabling you to leave the barbican and enter Xaagon without further confrontation.
Warily you trek through the awesome ruins of this age-old city, where once, at the beginning of the Age of Eternal Night, a proud and mighty race reigned supreme. You have just passed a derelict mausoleum when you are forced to halt and hide from a passing troop of Ixian warriors. You watch as they march swiftly along an ice-choked avenue towards a plaza that is dominated by a huge 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 his level of Kai Mastery, turn to 122.
344
With rock and debris crashing about your ears, you have no choice but to risk a jump into the hall below. Anxiously you scan the rubble-strewn tiles, looking for a clear place to land.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.
If your total is now 1 or less, turn to 269.
If it is 2–6, turn to 232.
If it is 7 or higher, turn to 87.
345
You hand over the wheel to one of the crew and settle down on the floor to sleep. A few hours later you are woken by one of the crew.
‘We've a problem, my lord,’ he says, nervously rubbing the backs of his calloused hands. The darkness has given way to an eerie dawn which casts its watery light upon this problem. In the grey half-light you see thousands of icebergs ahead, stretching across the horizon as far as the eye can see. Your heart sinks — navigating a course through this icy maze could well prove impossible.
If you wish to take control of the ship's wheel as you approach the field of icebergs, turn to 51.
If you wish to go forward to the prow and act as ship's pilot, turn to 189.
346
You grasp the hilt of the sun-sword with both hands and turn the flat of its golden blade towards the onrushing bolt of energy. There is a loud crack! and you feel a numbing jolt run the length of your arms as the crackling bolt is deflected away. It hits the surface of the sea, close to the harbour wall, and instantly the patch of briny water freezes over.
The ghastly creature shrieks with fury and frustration. It comes lumbering down the gangplank, wielding its icy rod like a sword. Calmly you raise the Sommerswerd and steel yourself to receive its unnerving attack.
If you wish to attack the creature the moment it steps aboard the ice-boat, turn to 277.
If you wish to attempt to sever the gangplank before the creature can come aboard, turn to 151.
347
You utilize your advanced camouflage skills to keep yourself hidden from sight as you approach the sickly Demonlord and his golden-winged escorts. However, when you come to within a few hundred feet of them, your presence is revealed by the aura of goodly light your body radiates on this plane of existence. A wave of alarm spreads through the escorts w
hen first your aura is detected, and many of them take to the sky. Directed by a vengeful Tagazin, they circle around you and come diving down to attack you with beak and claw.
Illustration XX—The golden-winged escorts come diving down to attack you with beak and claw.
Lavas: COMBAT SKILL 49 ENDURANCE 52
If you win this combat, turn to 105.
348
Your bold decision to turn back to the jetty buys you precious time; it also saves you from the jaws of an Ixian Gybia — a ferocious underwater predator. Seconds after hauling yourself out of the water, the massive body of this creature surges past, barely a few feet from where you are clinging limpet-like to the jetty wall. The sight of this huge monster electrifies you, sending you scurrying to the top of the jetty as quickly as your aching limbs will allow. From a makeshift hiding place among some wooden crates, you look down at the swirling water and watch as the Gybia circles the jetty in a wide arc. On its second sweep, it veers away and returns disappointedly to its underwater pen.
The jetty is teeming with undead soldiers who, under the direction of the same black-clad creature who released the Gybia, are busily transferring materials to and from the open mouth of the submarine. Getting past this creature and its undead minions in order to reach the shore looks, at first sight, a near-impossible task. Then you notice a means by which you could achieve your goal without having to face the predator for a second time.