with your bare hands.
When you have reduced the door's ENDURANCE total to zero or below, turn to 327 .
82
Before the sundered remains of your enemies can merge and reform, you kick them into the pit where they are consumed by the creature which lurks at the bottom of its slime-filled base. Then, without looking back, you make a swift escape up to the roof and hurry away along the mossy ridge.
Minutes later, you come to a thicket of mist-enshrouded trees. As you pass through this eerie wood, you detect the presence of Tagazin once more. Fresh tracks indicate his direction and determinedly you set off, finding it an easy task to follow his clawed footprints in the loamy soil. They lead you through a tangle of saw-toothed briar and up a gently sloping rise. As you crest the top of the rise, you look upon an awe-inspiring sight.
Turn to 150 .
83
King Sarnac dismisses his guardsmen before ushering you, Banedon, Lord Ardan, and Captain Prarg, into an adjoining antechamber. An oaken table commands the centre of this opulent room, upon which is spread a detailed map of northwestern Magnamund.
‘In response to Lord Ardan's request, I have made provision for your journey to Ixia, Grand Master,’ says the King, as the five of you gather around the map table. ‘As we speak, a man-o'-war is standing by in Vadera harbour, awaiting my order to set sail. Captain Prarg will accompany you during the first part of your sea voyage to our outpost, which is here on Azgad Island.’ King Sarnac points to the map, indicating a remote island near to the Gulf of Konkor.
‘The garrison on Azgad Island is commanded by Captain Lanza. Word has been sent of your coming, and Lanza has a crew and an ice-boat ready to place at your disposal. They will transport you across the stormy Tozaz Sea and land you on the southern coast of Ixia. From there you must make your way on foot to the city of Xaagon, where you will find the Deathlord and his accursed weapon — the Deathstaff.’
You study the map and, with growing dismay, you appreciate the difficult voyage which lies ahead. ‘Very well, sire,’ you reply. ‘I understand how I am to
reach
Ixia in order to find and defeat the Deathlord, but can you tell me how I am to
return
once my mission has been accomplished?’
Turn to 248 .
84
Disappointedly you turn away from the lockplate and descend the steps to the entrance hall below. You are still resolved to find and defeat the Deathlord, but in order to do so you must get to the upper levels of the Crystal Spire. Faced with no alternative, you walk forwards and enter the shimmering archway.
Turn to 8 .
87
Despite the distance you fall, you manage to hit the floor with cat-like grace and roll over to lessen the impact. The damage you sustain in the process is minimal: lose 2 ENDURANCE points.
To continue, turn to 36 .
89
You unsheathe your weapon just in time to fend off the creature's initial attack. A flash of lightning briefly illuminates the cave and, for the first time, you see the face of this mysterious beast: the sight is truly chilling to behold. Its mouth is a mass of twisted fangs and from its huge, bear-like body there writhes a score of slimy tentacles, each tipped with a venomous claw. Its reptilian head is domed and from its centre there protrudes a twisted horn, longer than a broadsword.
Illustration VI —The creature's body is a mass of slimy tentacles, tipped with venomous claws.
The creature retreats a few paces and howls with anger as it prepares to make its second attack.
Ixian Mhagani: COMBAT SKILL 40 ENDURANCE 60
You may evade the combat with this undead creature at any time after the third round by turning to 56 .
If you win the fight, turn to 16 .
91
Your lightning-swift reactions save you from certain death. The bolts crackle overhead, passing close enough to singe your tunic, before they explode harmlessly in the snow.
Turn to 221 .
93
You dive and roll across the floor to avoid the
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