You sprint away from the fissure to avoid being struck by the gushing lava, but you are hit by several splashes of cooling magma when the lava-plume rains down on the forest. Your Magnakai Discipline of Nexus provides some protection, but still you are badly burnt by these droplets of molten rock.
Pick a number from the
Random Number Table
. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9), you lose 3
ENDURANCE
points. If it is even (i.e. 0, 2, 4, 6, or 8), you lose 5
ENDURANCE
points. Remember to adjust your
ENDURANCE
points total before continuing.
Eventually the wolfhound obeys your mental command and lopes off into the tunnel that leads to the bridge by which you entered the citadel. The bandits give chase, and you hear them cursing and threatening their recalcitrant hound as they hurry past your hiding place unawares. You watch them enter the tunnel, and as soon as they disappear from view, you leave the statue and hurry around the gallery to the staircase opposite.
A short flight of iron steps ascends to a long, low-ceilinged hall. Its plastered walls are decorated with frescoes that depict enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three identical doors recessed into the wall.
If you possess Telegnosis,
turn to 107
.
If you do not,
turn to 174
.
As the last fragments of Zorkaan's black shadow are consumed by the golden flames, you struggle to your feet and stumble towards Lone Wolf. You fear the worst, that your brave leader has sacrificed his own life for yours, but to your profound relief you soon discover that he is not dead but unconscious.
If you possess your Kai Weapon,
turn to 225
.
If you do not,
turn to 341
.
Despite your precautions, your cloak suddenly bursts into flames and you are forced to retreat from the edge of the fissure before you can put them out. You quickly smother the flames and suffer no injuries, but you are convinced that it is impossible for you to gain entry to the fortress by this route. Reluctantly, you return across the killing zone to the edge of the petrified forest.
You are feeling disheartened by your unsuccessful attempt to enter the fortress, but you do not allow your disappointment to weaken your determination to complete your vital mission. After resting for a few minutes, you resolve to enter Gazad Helkona by other means.
Before you make your second attempt to enter Xaol's stronghold, you must now eat a Meal or lose 3
ENDURANCE
points (unless you possess the Discipline of Grand Huntmastery).
To continue,
turn to 62
.
You lash out at the Krorn with the toe of your boot and strike it a glancing blow to the side of its head. The creature utters a guttural cry and staggers backwards into the chamber, clutching its bruised head with its ham-like fists. You force yourself through the narrow aperture and jump down into the chamber, but the moment your feet hit the flagstones you hear a high-pitched squeak somewhere above your head. You glance up and a shadowy blur flashes before your eyes. It is followed almost immediately by a sharp stabbing pain that runs all the way from your neck to your stomach. Something small and furry has attached itself to the flesh beneath your jaw, and it is feeding hungrily on your blood.
Instinctively you take hold of the creature with both hands and crush it in a vice-like grip. You hear its bones crack and you feel it go limp, and then you detach it carefully from your neck and hurl its lifeless body to the floor. A sudden wave of nausea wells up in the pit of your stomach and you feel your punctured neck begin to swell alarmingly. Your Magnakai Discipline of Curing slows the effect of the creature's venom, but you have been gravely weakened by this unexpected attack and you feel barely able to remain standing.
The Krorn recovers its senses and snatches a halberd from a rack on the wall. It bellows angrily and slashes at your chest with this rusty polearm. The tip of the halberd slices through your tunic and gouges a furrow of skin from your chest: lose 3
ENDURANCE
points.
To continue,
turn to 321
.
Wisps of smoke are rising from the pocket of your tunic. The Black Amulet has begun to burn through the lining of your jacket, and its raw heat blisters the skin on your hip: lose 1
ENDURANCE
point. Your Kai senses scream a warning that this artefact is cursed and could explode at any moment.
Pick a number from the
Random Number Table
.
If the number you have picked is 0–3,
turn to 289
.
If it is 4–6,
turn to 40
.
If it is 7–9,
turn to 212
.
Mortally wounded by your blows, the Kraan emits a gurgling cry and crashes to the ground. As it shudders in the grip of its death-throes, its broken wings churn the debris that besmears the floor and it splatters you with the foul-smelling ordure. Hurriedly you retreat from the dying Kraan and sheathe your Kai Weapon as you make your way across the hall towards the arched stairwell.
Your Arrow strikes the rim of the Drakkar's shield and ricochets upwards, penetrating the throat-guard of his helmet.
Pick a number from the
Random Number Table
.
If the number you have picked is 0–4,
turn to 3
.
If it is 5–9,
turn to 284
.
The sudden pain of the grit in your eyes makes you lose your footing and fall heavily to your knees. You struggle to recover but the wind catches your cloak and sends you tumbling headlong to the base of the gully: lose 1
ENDURANCE
point.
The soft fine dust which fills the gully floor saves you from serious injury, but this dust is deep and rapidly you sink into the yellowy powder. It rises to above your waist and you find yourself unable to move your legs. Desperately you claw at the surface in an effort to dig yourself out, but the more you struggle to get free the faster you sink.
A fear of being swallowed up suddenly takes hold of you and frantically you look for some way to escape from this terrible fate. Then you notice that the walls of the steep-sided gully are studded with rocks and boulders. If you can reach the gully wall, you may be able to save yourself from drowning in this dry morass.
If you possess Kai-alchemy and wish to use it,
turn to 270
.
If you possess a Rope and wish to use it,
turn to 133
.
If you do not possess Kai-alchemy, nor a Rope, or if you do not wish to use either of them,
turn instead to 52
.
Cautiously you approach the open archway and peer around its stone jamb. Beyond the tower entrance you can see a flagstoned plaza that is adjacent to the main gate. Here you see Hammerland bandits drawing pails of dirty grey water from a well by the south perimeter wall, and a dozen hungry Giaks squabbling over the gangrenous remains of a wolfhound carcass.
You scan the streets of this grim city-fortress and note that there are no individual dwellings here. The buildings of Gazad Helkona are grouped into four vast hexagonal blockhouse complexes, each topped by a cluster of minarets and spires. They are connected to one another by bridges that span the wide avenues between. At the centre of the stronghold is a massive octagonal citadel. A broad ramp leads to its portcullised gate which is guarded by a troop of fifty armoured sentries. As you observe the citadel, you sense a powerful concentration of evil lurking somewhere within its jet-black walls. Its highest level is dominated by a domed observatory which emits a pulsating crimson light. Your Sixth Sense tells you that Lone Wolf is being held captive somewhere within this edifice, and it hardens your resolve to rescue him.
Quickly you determine that the citadel gate is too heavily defended for you to dare risk entering by such a direct route. Instead, you resolve to get into this stronghold by one of the bridges that connect it to the surrounding blockhouse complexes. The nearest blockhouse is little more than 100 yards from the tower archway, and you can see two possible ways to enter. Iron doors are set flush into the wall of this rust-streaked edifice; one to the left of the archway, and one to the right.
If you wish to investigate the left door,
turn to 263
.
If you choose to investigate the right door,
turn to 306
.
You load your Bow and draw back the string to the full; then you let fly your shaft and send it speeding towards the Drakkar's chest. The warrior sees your missile arcing towards him and hurriedly he tries to block it with his shield.
Pick a number from the
Random Number Table
. If you possess Grand Weaponmastery with a Bow, remember to add 3 to the number you have picked.
If your total score is now 4 or lower,
turn to 276
.
If it is 5–7,
turn to 158
.
If it is 8 or higher,
turn to 317
.
You wait until the way is clear before you leave the doorway and hurry across the street to the double doors. Hurriedly you twist their heavy handles and discover that they are both locked.
If you possess an Iron Key and wish to use it,
turn to 85
.
If you do not possess this item, or if you choose not to use it,
turn to 32
.
You are able to identify that most of the berries and herbs stored here are either poisons, narcotics, or sorcerous plants. Of the twenty jars on the shelf, only two contain substances that can cure or heal. The first is Obhanthor (a healing spice that will restore 5
ENDURANCE
points per dose when eaten with a Meal), and the second is Satchwort (a sanative herb that will restore 3
ENDURANCE
points when consumed after sustaining wounds in combat).
There are sufficient amounts stored in the jars to provide 2 doses of each substance. If you wish to take either or both of these curatives, remember to adjust your
Action Chart
accordingly.
17
To continue,
turn to 95
.
[17] Each jar takes up one Backpack slot. You may use the Obhanthor at any time during the game if you possess a Meal and wish to use it, or if one can be obtained by the use of Grand Huntmastery.
You draw upon your advanced mental Disciplines to shut out the noise of this powerful psychic assault. Your swift and skilful response to this attack saves you from sustaining a paralysing injury: lose 1
ENDURANCE
point.
To continue,
turn to 70
.
The vile smell of the Kraan's carcass is making you feel nauseous. The crude metal pipe appears to be of no real value and so you discard it before leaving the body.
To continue,
turn to 232
.
This strong oak door is inlaid with fancy steel marquetry that surrounds a shiny silver lockplate. You are kneeling to examine the handle and keyhole when you notice something protruding from the gap beneath the door. Your pulse races when suddenly you recognize this object.
You detect that the crystal rod is recharging its powers, and the foul Urgaroh intends to launch another bolt at you as soon as its sorcerous weapon is ready. You know that you dare not delay a moment longer: you must act now, for the creature is unlikely to miss you when it fires again.
If you possess a Bow and wish to use it,
turn to 272
.
If you possess Kai-alchemy and wish to use it,
turn to 245
.
If you possess Magi-magic and wish to use it,
turn to 69
.
If you do not possess a Bow, nor either of these Disciplines, or if you choose not to use any of them,
turn instead to 208
.
You are picking your way through the bones and ordure that carpet the floor of this hall, taking care not to slip on the treacherous surface, when suddenly you hear a loud screech high above your head. You look up and, to your horror, you see a hungry Kraan come swooping down from the rafters. Its fanged beak is open and its foul black tongue trails from the corner of its foam-flecked jaw.
If you possess Kai-alchemy and wish to use it,
turn to 31
.
If you possess Magi-magic and wish to use it,
turn to 311
.
If you possess a Bow and wish to use it,
turn to 17
.
If you possess neither of these skills, nor a Bow, or if you choose not to use any of them,
turn instead to 119
.