the fall and quickly regain your feet, but a bandit stands barely inches from your face, his sword raised to strike.
Bandit Warrior: COMBAT SKILL 16 ENDURANCE 23
You cannot evade combat.
If you win, turn to 217 .
198
The guards are not fooled by your bravado — they draw their weapons and attack. You must fight them as one enemy.
Crypt Guards: COMBAT SKILL 18 ENDURANCE 30
If you win the combat, turn to 229 .
201
The fungi are soft and dry, and they taste dreadful! You retch and choke as the dry, powdery fungi absorb all the saliva in your mouth. You are hit by waves of nausea that make you panic, and desperately you claw at your tongue trying to scrape the fungi from your mouth.
Turn to 65 .
202
There are six heavily armed guards and you must fight them one at a time.
Guard 1: COMBAT SKILL 18 ENDURANCE 23
Guard 2: COMBAT SKILL 15 ENDURANCE 24
Guard 3: COMBAT SKILL 15 ENDURANCE 21
Guard 4: COMBAT SKILL 16 ENDURANCE 25
Guard 5: COMBAT SKILL 14 ENDURANCE 24
Guard 6: COMBAT SKILL 14 ENDURANCE 22
You can evade combat at any time by leaping from the bridge. Turn to 342 .
If you win the combat, turn to 237 .
204
You bypass a village with orange-wood cabins and stone walls, and climb through the tall fields towards a wooded ridge. Beyond the ridge, you enter thick forest and discover a bubbling freshwater stream. You drink deeply and realize how hungry you are. You must eat a Meal here or lose 3 ENDURANCE points.
As night falls you reach the city of Maaken. The gaunt, weed-infested ruins of this shattered city are spread like a vast graveyard and bathed in the eerie light of a near-full moon. A sound fills the air like the wailing of lost souls; it is the cry of Maakengorge.
It has been nearly two days since you last slept and fatigue begins to overwhelm you. Drawing your Kai cloak about your shoulders, you settle down to sleep; you will need all your strength for the daunting task that lies ahead.
Turn to 142 .
205
The oval door crashes inwards, and a cloud of dust billows out of the hut.
‘I am alone,’ says a voice. ‘You have nothing to fear from me.’
Tightening your grip on your weapon, you cautiously enter the stone hut.
Turn to 84 .
208
You have run less than twenty yards when you reach the end of the tunnel — a solid rock-face. The passage has only recently been excavated, and you are now trapped in a dead end. You hear the footsteps of your pursuers and turn to face them, knowing only too well that your only chances of survival now rest on your ability to be able to fight your way out of this trap and make your way back to the junction where you can take the left-hand tunnel.
Tunnel Guard 1: COMBAT SKILL 15 ENDURANCE 25
Tunnel Guard 2: COMBAT SKILL 15 ENDURANCE 24
Tunnel Guard 3: COMBAT SKILL 14 ENDURANCE 22
If you kill all three guards, turn to 199 .
213
A thorough search uncovers the following items:
Pickaxe
Shovel
Axe
Torch
Tinderbox
Hourglass
If you wish to keep any of these items, remember to mark them on your Action Chart . (The Pickaxe and the Shovel each occupy the same amount of space in your Backpack as two normal items.)
After satisfying yourself that there is nothing else of use in the boathouse, you order your men to launch the rowing boat.
Turn to 180 .
215
Barraka carries the stench of death and decay about him. He strides into the temple, his boots of Gourgaz hide covering both legs and feet, and slams shut the huge stone door with frightening ease. He stands in silence before pushing open the huge black doors engraved with the menacing skulls. Suddenly a gale force wind sweeps through the temple and your ears are filled by a terrible scream. Beyond the open doors, a pier of stone juts into the abyss of Maakengorge: you are staring into the Chasm of Doom.
Barraka turns away from the windswept pier and walks slowly towards the altar. From a hidden
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