lying face to face with Fenor's mutilated body.
Gripped by sudden fear and panic, you scramble out of the tangled chaos and unsheathe your weapon. The hideous shape of a large, four-legged monster leaps at you. Its red eyes glow like hot coals and its fanged mouth is wide open to reveal a long barbed tongue. It is upon you and you must fight it to the death.
Kalkoth: COMBAT SKILL 11 ENDURANCE 35
If you lose any ENDURANCE points during this combat, turn immediately to 129 .
If you kill the creature without losing any ENDURANCE points, turn to 151 .
260
Due to the surprise of your attack, you strike twice before the Ice Barbarian can react. You do not lose any ENDURANCE points during the first two rounds of combat. If the Ice Barbarian is still alive for the third round of combat, he draws a bone scimitar and attacks you. He is immune to Mindblast.
Ice Barbarian: COMBAT SKILL 17 ENDURANCE 29
If you win the combat, turn to 210 .
261
As you reach the landing below, you stumble and graze your leg. Sprawled on the stone steps, you notice a gap in the left wall. A door has been cunningly concealed by the intricate carvings. Looking more closely, you see a small lever, which you quickly pull.
Turn to 290 .
265
This strange creature is a Crystal Frostwyrm, a scavenging beast now living on the remains of the unfortunate creatures that have entered the cavern. Its hard skin is almost transparent, and its internal organs can be seen pulsating inside. A large mouth opens in the crystalline head to reveal row upon row of jagged crystal teeth. Your back is pressed to the stone door and there is no way to evade the monster. You must fight the creature to the death. It is immune to Mindblast.
Illustration XV —This strange creature is a Crystal Frostwyrm and you must fight it to the death.
Crystal Frostwyrm: COMBAT SKILL 15 ENDURANCE 30
If you win the combat, turn to 3 .
266
You desperately try to release your foot but the sledge is already toppling into the void. With one last effort, you wrench your foot clear, but it is too late to avoid the fall. As you tumble into the crevasse, you hear the horrified screams of your guides fading above you.
Turn to 21 .
270
The Ice Barbarians are taken completely by surprise. You have killed one of them before the other has time to react to your attack. He is unarmed but determined to fight you.
Ice Barbarian: COMBAT SKILL 14 ENDURANCE 25
If you win the combat, turn to 340 .
273
You are to travel to Ikaya by sledge. Two sledges have been loaded with enough food, and equipment for the mission, each drawn by a team of six Kanu-dogs. This sturdy breed is native to Kalte, and they make ideal sledge dogs. Their thick tawny coats and powerful chests, as well as their renowned vigour and enthusiasm make them well suited to the harsh work ahead.
Your three guides, Irian, Fenor, and Dyce, are all experienced trappers. They are skilled at survival in this icy desert and have experienced its many unseen dangers. Once the dogs are in harness, you and Irian climb aboard your sledge and signal to the others to lead the way.
Staring across the frozen expanse of the Ljuk ice shelf, you see the white glare of the Hrod Basin edge. ‘ “Ice-Blink” they call it,’ says Irian, his eyes glinting from deep inside the hood of his fur jacket. ‘It's the reflection of the ice shelf. It looks no more than four miles away at most, but it's nearer forty than four. The air of Kalte can be very deceptive.’
The weather is bright and windless and you make excellent progress on the first day. As darkness sets in, you decide to set up camp for the night. The sledges are drawn together, and the tent is erected in the salient away from the wind.
If you have the Kai Discipline of Sixth Sense, turn to 35 .
If you do not possess this skill, turn to 112 .
278
Your first blow scatters the bones of the skeleton all over the chamber. It seems that it was nothing more
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