by Joe Dever
If you possess the Discipline of Kai-alchemy and wish to use it, turn to 18.
If you possess Telegnosis and wish to use it, turn to 274.
If you possess neither of these Grand Master Disciplines or choose not to use them, turn to 146.
305
The creature tries to dodge your speeding shaft but it is too slow. The Arrow skewers its lower jaw, causing the beast to shriek out loudly in pained surprise. However, despite this fearful wounding, it does not break off its attack. With chilling disregard for pain, it wrenches the Arrow from its jaw and hurls it aside. Unnerved by this display of bravado, you shoulder your Bow as, with a gurgling shriek, the beast comes bounding forwards. You get ready to meet its advance yet, when it is but ten feet away, it suddenly opens its bloodstained mouth wide and spews forth a stream of white-hot liquid fire.
If you possess the Discipline of Grand Nexus, turn to 333.
If you do not possess this Grand Master Discipline, turn to 287.
306
You struggle to remove the precious herb from your Backpack. Then, with great difficulty, you force yourself to swallow the dry, golden leaves.
Within a few minutes you feel the Oede countering the insidious virus. Your temperature drops and very soon the battle is over; the virus has been totally eradicated from your bloodstream.
Once you have fully recovered, you check your equipment before climbing the steps which lead out of this grim cellar.
Turn to 172.
307
You utter a power-word which you direct at the creature's head. The concussive force of this spell hits the beast full in its face, making it falter and stagger back. But it does not delay its advance for very long. Its sheer size and strength enable it to withstand the blow and continue its advance, now doubly determined to fulfil Cadak's command. Hastily you draw a hand weapon as the shadow of the angry beast falls upon you.
Turn to 128.
308
You climb the stairs and emerge in the centre of a hall on the level above. This vault-like room contains a wealth of grim exhibits, hung upon the walls and displayed in glass-fronted cases. The skulls of rare creatures are displayed beside tanned hides and jewel-encrusted bones. One item in particular catches your eye: it is a statuette, fashioned in the likeness of Darklord Zagarna.
If you wish to keep this Statuette of Zagarna, mark it on your Action Chart as a Special Item. If you already carry your maximum quota, you must discard one item in its favour.
To continue, turn to 209.
309
You lower your head and force yourself to trudge uphill against the storm, your feet sinking ankle-deep into the barren volcanic dust with every laboured step. Keeping your eyes shut tight against the stinging, gritty winds, you trust solely to your Magnakai senses to steer you on the correct course towards the Darkland city. Only when you reach the top of the ridge do you attempt to look around at the bleak domain. The Skyrider is lost from sight, shrouded by the swirling grey clouds. Kaag, too, remains hidden for some minutes until a sudden lull in the storm clears the southern vista. Then, what you see makes your blood run cold.
In your lifetime you have gazed upon many awe-inspiring cities, but few compare with the enormous size and monstrous grandeur of Kaag. A coal-black curtain-wall constructed of massive blocks of smooth, featureless stone, encircles this city, forty miles wide. At its centre there arises a gigantic citadel of black marble, pyramid-shaped and slitted with numerous vents to allow what passes for air to circulate within. Its highest point towers two miles above the desolate plain. Thunder booms and streaks of blue-white lightning earth themselves against its walls, drawn from the rolling storm clouds gathered menacingly overhead.
At first the fortress seems wholly impregnable; then you notice that the outer wall is not entirely intact. Illuminated by the infrequent electrical flashes, you see that a vast section of the battlements, close to the North Gate, have collapsed. Also, away to the east, a mile-long section has fallen outwards to litter the plain with huge black cubes of stone. You are surprised to note that no attempt has been made to repair these breaches and, consequently, access to the city could be effected at either place with relative ease.
If you wish to enter Kaag through the breach in the north wall, turn to 88.
If you decide instead to enter Kaag through the east wall, turn to 235.
310
Holding Banedon firmly in place across your shoulders, you climb the tiered steps towards the tunnel. The cold dark passage looks most uninviting, but when you hear the sound of a patrol approaching the main doors, you forget your reticence and hurry along the passage to avoid it.
The dingy passage descends by slope and stair to a rectangular hall which is lined with ancient stone statues, their features made unrecognizable by age. Tar-soaked torches fixed to the two longest walls illuminate this musty chamber with a flickering amber light, and the air is heavy with their oily stench. In the distance you see an archway and the passage continuing away into darkness.
If you wish to stop here for a few minutes and try to revive Banedon, turn to 29.
If you decide to press on without stopping here, turn to 177.
311
The fell creature pins you to the ground and its steely hands tighten like two vices around your throat. Blackness invades the edges of your vision and, although you twist and buck to break free, you feel your strength ebbing away fast. Soon you are too weak to struggle any longer and, reluctantly, you slip away into a sleep from which you will never awaken.
Sadly, your life and your quest end here.
312
You propel yourself out of the ruins and sprint across the street towards the tower stairs. Everything seems to be going to plan until you are halfway up, when suddenly there is a loud clunk. You look up and, to your horror, you see a heavy wooden log, pierced by a criss-cross of metal staves sharpened at either end, come crashing down the steps towards you. The brutal face of a Drakkar peers over the edge of the tower parapet, watching with gleeful expectation as the great spiked log bounces on the steps and comes spinning straight at you.
Pick a number from the Random Number Table. If you possess the Discipline of Grand Huntmastery, add 2 to the number you have picked.
If your total score is now 3 or less, turn to 289.
If it is 4–7, turn to 41.
If it is 8 or more, turn to 348.
313
You have taken less than a dozen steps along the tunnel when the soles of your boots begin to smoulder and give off wisps of smoke.
If you possess the Discipline of Grand Nexus, turn to 37.
If you do not possess mastery of this Discipline, turn to 110.
314
Using the Brotherhood Spell of Mind Charm, reinforced by your powerful psychic ability, you convince the two guards to allow you to pass unhindered. They draw back their spears and at once the crackling crimson energy which united them ceases to arc between the shafts.
‘You may enter,’ they say, without any trace of emotion, and as they stand aside, so the two great doors glide silently open. Steeling yourself, you stride towards the blazing purple light which fills the chamber.
Turn to 186.
315
You try the handle and discover the door is unlocked. Inside, you find a room lit by four wall sconces. A single bed, a trestle table, a stool, and a wooden trunk are the only furnishings in this spartan abode. A filthy curtain partitions this room from the next and, as you approach it, you hear a menacing growl that makes you reach for your weapon. It is the growl of an Akataz: a Drakkarim war-dog.
If you possess the Discipline of Animal Mastery, turn to 180.
If you do not possess this skill, turn to 215.
316
The sound of arrows whistling towards your back provides all the incentive you need to keep running. You bound up the steps and, as the deadly barbed shafts fly past only inches from your back and legs, you carry your friend headlong into th
e tunnel.
The dingy passage beyond descends by slope and stair to a rectangular hall which is lined with ancient stone statues, their features made unrecognizable by age. Tar-soaked torches fixed to the two longest walls illuminate this musty chamber with a flickering amber light, and the air is heavy with their oily stench. In the distance you see an archway and the passage continuing away into darkness. You are breathless from your narrow escape and feel the need to rest.
If you wish to stop here for a few minutes to rest, turn to 29.
If you decide to press on without stopping here, turn to 177.
317
Desperately you call upon your psychic defences to shield your mind from this attack, but your reflexes have been dulled by the fatigue of recent combat and you react too slowly to prevent some of the Vordaks' destructive energy from reaching your psyche. Lose 4 ENDURANCE points.
Turn to 219.
318
You call upon your Magnakai Discipline of Animal Control in an attempt to halt the Egorgh advance, but your powers of persuasion are not strong enough to turn away all three of these fearsome hulks. For a moment they halt and settle on their haunches; then, with a chorus of frantic screeches, the creatures come leaping towards you, their mouths agape and their claws extended ready for the kill.
Illustration XVIII—The creatures leap towards you, mouths agape and claws extended, ready for the kill.
3 Egorghs: COMBAT SKILL 37 ENDURANCE 42
These creatures are particularly susceptible to psychic attacks; double all bonuses you would normally be entitled to if you choose to employ psychic attacks during this combat.
If you win the combat, turn to 261.
319
With trepidation you step into the glimmering column of light and immediately you feel yourself begin to rise. Bands of darkness flick past with growing rapidity, each one a passing floor level of this mountainous citadel. Then you feel yourself slowing to a halt. The column fades and you find yourself standing on a metal dais in the centre of a domed chamber. Ahead you see a great door, forged of Kagonite, and beside it there is a narrow staircase leading down.
As you approach the door, you notice the lock that secures it. It is inlaid with a series of numbers and, at once, you recognize that they are component parts of a combination lock. One number in the sequence is missing. By tapping the correct number upon the blank square, you will cause the lock to disengage.
Study the following sequence of numbers carefully. When you think you know what the missing number is, turn to the entry that is identical to your answer.14
If you guess incorrectly, or if you cannot answer the puzzle, turn instead to 297.
[14] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
320
The bolt of lightning hits the sphere and causes it to vibrate, but the bolt itself is not strong enough to shatter or dislodge it. The curtain of light imprisoning Banedon remains intact and you are forced to abandon the spell and try some other way of freeing him.
If you possess a Bow and wish to use it, turn to 245.
If you possess Magi-magic and have reached the rank of Kai Grand Guardian,15 turn to 108.
If you do not have a Bow, do not possess the Discipline of Magi-magic, or have yet to reach the required Kai rank, turn instead to 338.
[15] You may only elect to use this Discipline if you have not done so already.
321
As the last of the Drakkarim falls dead at your feet, you turn and help Banedon who has been wounded during the fight. He is bleeding from the upper right arm, but when you examine the wound you discover that it is not as deep as you had first feared. You are helping him to stand when you hear a man's voice cursing you quietly in the shadows. You turn to face this voice, weapon in hand, ready to attack. You command him to show himself, but you are shocked to the core when you see who it is who emerges into the grey light of the pen.
Turn to 54.
322
You lash out at the cube with unerring accuracy, but the moment your weapon connects with it there is a tremendous flash and explosion. A searing gout of flame hurls you backwards to the floor, leaving you blinded and semi-conscious. Lose 15 ENDURANCE points.
If you have survived this grievous wounding, turn to 72.
323
Your lightning-fast reflexes save you from being hit by the searing stream of liquid fire. Several droplets splash your tunic and it catches alight (lose 1 ENDURANCE point), but you quickly extinguish the flames. Coolly you raise your weapon and stare the creature defiantly in the eye as it gets ready to pounce.
Turn to 39.
324
Calling upon the secrets of your newfound Kai Mastery, you summon from the ground a dense mist which rapidly fills the space between you and the advancing Death Knights. The instant they are lost to sight, you throw yourself flat on your chest to avoid their volley of deadly bolts. They fire, but their missiles pass over where you lie and shatter harmlessly against a distant wall.
Before they can retreat from the mist to reload, you spring to your feet and rush forwards, catching them unaware. You dodge through their line with ease, and by the time they realize that you have evaded them, and start to give chase, you have passed the junction and have begun to run along the street opposite.
Turn to 266.
325
As you pull away from the body of the dead Gnagusk, the iron drawbridge comes crashing down. The sudden noise makes you spin around and you see the Helghast as it comes rushing across the flaming moat. As it runs, its skin darkens and peels away in tatters as if it was being scorched by some invisible fire. The Drakkarim meet the creature at the end of the bridge and, together, they turn and advance upon you.
If you possess Kai-alchemy and wish to use it, turn to 5.
If you possess Magi-magic and wish to use it, turn to 280.
If you possess Kai-surge and wish to use it, turn to 132.
If you have none of these Grand Master Disciplines or choose not to use any of them, turn instead to 48.
326
You invoke the words of the Brotherhood Spell Mind Charm and direct it at the sleeping Drakkar. Telepathically, you ask him where the Sommlending wizard is being held prisoner, and at first you detect no reply. You ask again, and this time you get a faint response.
Above … high above … In old Zagarna's courtroom.
Satisfied that you have gleaned all the information you are likely to from this Drakkar, you climb the stairs and emerge in the centre of a hall on the level above. This vault-like room contains a wealth of grim exhibits, hung upon the walls or displayed in glass-fronted cases. The skulls of rare creatures are displayed beside tanned hides and jewel-encrusted bones. One item in particular catches your eye: it is a statuette, fashioned in the likeness of Darklord Zagarna.
If you wish to keep this Statuette of Zagarna, mark it on your Action Chart as a Special Item. If you already carry your maximum quota, you must discard one item in its favour.
To continue, turn to 209.
327
Warily you follow the avenue deeper into the black heart of Kaag. This cobbled street, beslimed with nameless refuse, winds its way between mountainous piles of rubble and derelict dwellings. You reach a square where you see huge scarlet flames roaring skywards from a vent in the ground. The flames fill the air with intermittent flashes of blood-red light and billowing clouds of sooty smoke. Shadows play upon the surrounding walls, cast not only by the fire but also by the winged Kraan which swoop back and forth across this section of the city.
You are watching the Kraan diving and twisting above the rooftops when suddenly your senses alert you to an imminent danger. You sense a troop of Giaks approaching along the avenue towards your hiding place.
If you wish to avoid them by entering one of the buildings that border the square, turn to 148.
If you decide to hurry away from the square, turn to 303.
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Beyond the door awaits a sumptuous chamber dominated by a magnificent fireplace crafted from blocks of glassy rock. The walls are hung with fine tapestries, looted from the Stornlands during times of war, and you note that the furniture is carved from best Durenese oak.
You pass through the chamber into an adjoining passage which leads to a library. As you enter, you disturb a robed creature seated at a lectern. Before it can rise or raise the alarm, you draw your weapon and silence it with a swift blow to the base of its skull. Pulling back its hood reveals it to be a Ligan, a thrall of the Nadziranim sorcerers.
Illustration XIX—Beyond the door lies a sumptuous chamber, walls hung with fine tapestries and furniture carved from Durenese oak.
Suddenly you hear movement and glance up to see another Ligan peering over the parapet of a gallery which encircles the upper level of this library. The creature, having witnessed the slaying of its companion, lets out a horrified squeal and turns to run towards an archway on the far side of the gallery. Determined to prevent his escape, you lower Banedon to the floor then rush towards a flight of wooden stairs that also lead to the archway. However, as you near the landing at the top of these stairs, two more of the creatures appear from either side, with wands gripped in their clawed hands. They shout a spell-word in the dark tongue and a crackling curtain of energy flares between the two rods, blocking your path. The power-wall looks formidable, but you sense at once that it is really quite weak.