Sumptuous tapestries and statuettes of gold line the walls on either side, and an ornate fountain of silvered marble fills the hall with a melodious bubbling sound.
You have covered less than twenty feet when an armoured guard steps into view from behind the fountain. He raises a crossbow and you shout a warning to your newfound partner — but you are too late. The bolt hisses through the air, hitting him with such force that he is knocked off his feet and sent crashing to the ground. The guard fumbles in a leather pouch for another quarrel with which to dispatch you.
If you wish to aid your wounded companion, turn to 28 .
If you decide to attack the guard before he can reload his weapon, turn to 81 .
222
You slip and fall but miraculously you manage to hang on to the invisible beam. Your legs are stinging (lose 2 ENDURANCE points) but you ignore the pain, concentrating all your effort on swinging them back onto the beam. Just as you succeed, the crack of the whip resounds once more and burns its mark across your back (lose another ENDURANCE point).
When the whip cracks a third time it cuts only air, for you have crawled out of range of its cruel bite.
Turn to 6 .
223
A searing current of pain runs the length of your arm and explodes in your head. Lights flash before your eyes, and you collapse into unconsciousness.
Turn to 165 .
224
As your hand closes around the hilt of the sword, somewhere in the mist above your head the voice of the skull speaks a chilling rhyme:
Hand to take;
Spell to break;
Stir a terror
In your wake.
If you still wish to pick up the sword, turn to 96 .
If you decide not to take the sword and wish to leave the vault by the left tunnel, turn to 298 .
If you prefer to leave by the right tunnel, turn to 322 .
227
His pack and the pockets of his leather armour contain the following items:
Enough dried meat for 1 Meal
Rope
Blanket
Dagger
Vial of Blue Pills
Bottle of Water
Power-key
All the items, with the exception of the Power-key, which is a Special Item, are Backpack Items. If you wish to take any of them, remember to adjust your Action Chart accordingly.
If you have the Magnakai Discipline of Curing, you can identify the nature of the Blue Pills by turning to 43 .
To leave the body and continue, turn to 323 .
233
Relentlessly the worm moves forward, forcing you back up the ramp towards the oval door. But there is no escape this way — you have no choice but to fight the repulsive creature. The monster is especially susceptible to psychic attack. If you choose to use Mindblast or Psi-surge during combat, double all ENDURANCE point losses sustained by the enemy.
Oudagorg: COMBAT SKILL 17 ENDURANCE 17
If you win the combat, turn to 209 .
234
You recognize the tangle of greyish-green weed half-submerged in the waters around your sinking boat. It is Black Lakeweed, a carnivorous plant commonly found in the swamps and freshwater lakes of central Magnamund. Forewarned by your Kai Mastery, you dive into the lake and swim submerged until you are clear of the deadly plants.
Turn to 158 .
235
The hand is fast, but you are faster. Diving and rolling, you avoid its initial attack and crouch ready to receive its next attempt. It rises once more and, as you stare at its ghastly form, you suddenly realize its horrific purpose. It is a predator, an evil, sentient being that can only survive by consuming an exclusive form of nourishment — live human brain. You fight back your rising fear as it speeds towards you. This creature is immune to Mindblast (but not Psi-surge) in combat.
Rahkos: COMBAT SKILL 18 ENDURANCE 30
If you win the combat, turn to 22 .
237
You dive and roll, but your Backpack hits the falling wall and jams. In the next instant you are crushed by twenty tons of solid stone.
Your life and your mission have come to a tragic end here.
238
Rolling the body over with the toe of your boot, you quickly check for useful items and discover the
Jonas Saul
Paige Cameron
Gerard Siggins
GX Knight
Trina M Lee
Heather Graham
Gina Gordon
Holly Webb
Iris Johansen
Mike Smith