reveal a secret alcove and a flight of steps leading down. The sound of running feet warns you that the enemy are approaching along both passages, and so, without hesitation, you shoulder your friend once more and hurry into the alcove to avoid them.
Turn to 220 .
114
You pull a wooden bung from one of the casks and cautiously sniff the contents. It contains a strong, foul-smelling spirit that tightens your throat and makes your eyes water, prompting you to discard it as quickly as possible. The boxes and sacks yield little of value; however, in one trunk you find the following items which may be of some use during your quest:
Rope
Lantern
Silver Bowl
Whistle
Brass Key
Black Key
Hammer
Enough food for 2 Meals
If you wish to keep any of the above, remember to record them as Backpack Items on your Action Chart .
To continue, turn to 224 .
115
The stairs seem to go on forever. You lose count of the number of levels through which you ascend and, after an hour of relentless climbing, you feel the need for rest and refreshment. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
Eventually the stairs end at a tunnel which leads to a hall. However, you cannot enter this hall because it is blocked by a huge stone statue which has been tipped onto its side. The statue must have shattered on impact, for the tunnel exit is almost filled with large boulders. The thought of having to descend the stairs you have just laboured up fills you with dread, but in order to gain access to the hall beyond you must first clear away some of the heavy debris.
Pick a number from the Random Number Table . Now subtract 1 from the number you have picked.
The resultant score equals the number of ENDURANCE points lost due to fatigue. (If you picked 0 or 1, your score is zero.)
To continue, turn to 100 .
117
You duck your head and the cube passes harmlessly over your shoulder to smash against the wall behind. On impact there is a tremendous flash and an explosion which releases a gout of searing flame. Needle-sharp slivers of stone pepper your back, but your quick reflexes have saved you from sustaining fatal injuries. Lose 4 ENDURANCE points.
To continue, turn to 72 .
120
Your spell causes the sphere to vibrate uncontrollably. Tiny cracks appear in its crystal surface; then, with a flash of sparks, it breaks cleanly in two. At once the shimmering wall of light which imprisons Banedon flickers, and then disappears completely.
Turn to 188 .
122
You rejoin your physical body barely seconds before the creature attacks, but the suddenness of such a swift transition leaves you trembling with psychic shock: lose 3 ENDURANCE points.
Shakily you draw your weapon as the boar-thing comes bounding towards you, its mouth agape and its great curved tusks glinting evilly in the fire of the moat.
Gnagusk: COMBAT SKILL 41 ENDURANCE 45
If you win this combat, turn to 325 .
124
Directly across the street from where you are hiding, you see a square, flat-roofed tower, one of several which encircle the outer edge of the concourse. A flock of screeching Kraan are feeding on slabs of maggoty meat which have been left there by the Drakkarim guards. Once they have eaten their fill, they take to the air and return to their cave-like pens, located high up on the citadel's outer wall. Some of the returning Kraan are ridden by Drakkarim and other guards who steer their mounts towards landing platforms which jut like great steel tongues from the entrances to the pens.
It occurs to you that if you were able to mount one of the feeding Kraan, you could attempt to enter the citadel by the very same route.
Emboldened by your plan, you resolve to put it into action. Patiently you survey the feeding tower opposite and note that there are two ways to gain access to its roof. You could climb a staircase that runs directly from the street to the roof, or you could attempt to scale its wall.
If you possess
T. A. Barron
Kris Calvert
Victoria Grefer
Sarah Monette
Tinnean
Louis Auchincloss
Nikki Wild
Nicola Claire
Dean Gloster
S. E. Smith