cross the icy hall and examine the stone door, turn to 52 .
If you decide to stop and search the bone-littered floor, turn to 115 .
238
The two days that follow are sheer hell. Ridges formed by deeply fissured ice-mounds continually bar your way, and you are forced to dismount and manhandle the sledges across them. Progress is slow. The Kanu-dogs are nervous and take fright at the slightest instance and the sledges frequently capsize and spill their loads.
A haze of fine snow obscures your vision. On two occasions, Fenor and Irian slip into crevasses and have to be pulled out by their safety ropes. Then your sledge meets with a similar mishap. Dyce volunteers to be lowered into the crevasse on the end of a rope, and unloads the damaged sledge so that it is light enough to be hauled out. After two hours of backbreaking effort, the sledge is dragged from the void, but only for you to discover that it is damaged beyond repair and will have to be abandoned.
A gale rises from the west, and blows so fiercely that you have difficulty in standing. Within a few minutes, the conditions have become so bad that you are obliged to pitch a tent and wait for the gale to die down. Hour after hour, the wind buffets the tent relentlessly. As you slowly drift off to sleep, you can only dread what the next morning may bring; you are totally unaware of the amazing sight that awaits you.
Turn to 117 .
239
You quickly lose consciousness. You have succumbed to the baneful power of an ancient Doomstone, a power that is deadly to all living creatures. Death is inevitable and comes quickly.
It may be of consolation to learn that your body is soon discovered by an Ice Barbarian guard, who presents it (together with the Doomstone) to Vonotar. The traitor is so elated by your death, that he orders your body to be encased in ice and displayed like a trophy in his hall. However, the radiations of the Doomstone will cause the evil wizard months of suffering and eventually bring about his own death.
Your life and your mission end here.
240
You fall over thirty feet and land flat on your back in the snow-filled crevasse. You are surrounded by sharp stalagmites and jagged ice, but you have miraculously escaped death and injury. Shaken, but thankful to be alive, you stagger to your feet and grasp a crystal stalagmite for support. You slowly become aware that you can see your hands quite clearly. A faint light is seeping from a fissure to your left. With curiosity getting the better of your natural caution, you stagger across the crevasse floor and explore this mysterious cave.
Turn to 284 .
241
The Ice Barbarian is on his knees when you enter combat; he cannot react to your attack during the first two rounds. Ignore any ENDURANCE points you lose during the first two rounds of combat.
Ice Barbarian: COMBAT SKILL 18 ENDURANCE 28
If you win the combat, turn to 186 .
243
You are remarkably lucky. Hidden by the darkness is a deep fissure into which you nearly stepped. With a few extra bruises to your knees and shins, you press onwards towards the distant light.
Turn to 235 .
245
As the beast shrieks a ghastly death-cry, the horrible stench of its body fills your nostrils. Even the Kanu-dogs wrinkle their noses in disgust and shy away from the evil smell.
When Irian appears at your side with a skinning knife, you wince at the thought of skinning this dreadful creature. You watch with distaste as Irian cuts open the beast from throat to belly, and peels back the thick white fur. You cannot believe your eyes when he scoops out handfuls of thick oil from inside the skin and smears it all over his face and body. ‘Baknar oil,’ he shouts enthusiastically. ‘Keeps you dry and warm. Better than fur for keeping out the Kalte ice.’ He offers you a handful of the vile oil.
If you wish to accept his offer, turn to 91 .
If the thought of smelling like a vat of rancid cheese does not appeal to you, turn to 172 .
248
About three hundred
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