but years of fierce battle discipline soon override their anxiety and, like two automatons, they raise their swords and continue to advance towards you.
Drakkarim Veterans: COMBAT SKILL 30 ENDURANCE 35
If you win this combat, turn to 340 .
134
You utter the words of Counterspell and instantly the wall of crackling energy is dispelled. Moments later the Liganim wands explode with a tremendous flash, killing their wielders. Unfortunately for them, your Counterspell reversed the latent energy of their wands, causing them to overload and self-destruct.
The noise of the dual explosions freezes the escaping Ligan dead in his tracks. He spins around in the archway, his ugly face transfixed into a mask of sheer terror as he watches you come racing towards him with your weapon poised to strike. The sight is too much for his weak heart which ceases to beat moments before you land your blow.
Turn to 207 .
135
Your Arrow drills into the warhound's shoulder, but it does not stop the beast's attack. Oblivious to the pain it leaps upon you, knocking you down, its fang-filled jaws snapping within inches of your unprotected face.
Akataz (
wounded
): COMBAT SKILL 20 ENDURANCE 22
This war-dog is especially susceptible to psychic attack. If you can and wish to use a psychic attack during combat, double all bonuses to which you are entitled.
If you win this combat in four rounds or less, turn to 13 .
If you win and the combat lasts five rounds or longer, turn to 264 .
137
The guard finally loses his patience. He draws his dagger and, with a lunge, he tries to slash open your satchel, causing you to pull away and draw your own weapon. The guard recognizes that it is not one that a Drakkar would wield, and instantly he shouts out in alarm: ‘Intruder!’
The two silver-plated warriors raise their spears and a blaze of sorcerous energy erupts simultaneously from their tips. Crimson fire lances towards your body to pierce your chest and abdomen, the impact knocking you headlong to the floor in agony. Biting back the pain, you stagger to your feet and retrieve your weapon in time to fight off the merciless guards. But the alarm has been raised and, within minutes, the thoroughfare is flooded with Drakkarim and Giak soldiers. You fight bravely and dispatch more than fifty of the enemy, but eventually your strength fails and you are overwhelmed and beaten by the denizens of Kaag.
Tragically, your life and your quest end here.
138
You break free from the combat and run headlong through the tunnel without looking back. The Plaak are incapable of pursuing you at speed and within minutes you have managed to leave them far behind.
The tunnel continues for several hundred yards before arriving at an empty circular room. The only feature here is a rusty iron ladder, fixed precariously to the wall, which ascends through a hole in the ceiling to a level above. There is no other exit from this chamber and so, with caution guiding your every move, you climb the rust-eaten rungs.
You rise through the hole to find yourself in a corridor which is strewn with human bones. Skeletons lie mixed in tangled heaps and many of the skulls and loose bones seem to have been gnawed. The psychic residues of pain and terror left by these luckless victims press in upon your senses, making you feel queasy and claustrophobic. With pounding heart you advance along the bone-choked passage, stepping carefully through the skeletons to avoid making a sound. But you have taken less than a dozen steps when something unexpected makes you freeze in your tracks.
Turn to 218 .
141
Your senses tell you that you possess the correct key to open this door long before you have even approached the door itself. You retrieve the key from your Backpack, insert it in the lock, and twist it confidently. The lock clicks open and you pass through into the chamber beyond.
Turn to 328 .
142
The avenue continues to a square where stands a massive horseshoe-shaped
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