The Deathlord of Ixia

You are Lone Wolf — Kai Grand Master of Sommerlund. Far away to the west lies the peninsula of Ixia. It is an icy, desolate wasteland that for 10,000 years has been the domain of Lord Ixiataaga — Masterlord of the Dead. Here he reigns supreme over a horde of lost souls, an undead populace condemned to an eternity in his service.

In The Deathlord of Ixia, you must journey to the forbidden city of Xaagon — the seat of Lord Ixiataaga's dark power — and confront him in a life-or-death battle which will test your Grand Master abilities to the limit. Will you overcome and defeat this terrifying entity? Or will you fall victim to his undead legions and the terrible new power they wield?

Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields — as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.

On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.

While working in Los Angeles in 1977 he discovered a then little-known game called ‘Dungeons & Dragons’. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.

Five years later, in 1982 at the Origins Game Fair, Joe won the Advanced Dungeons & Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.

In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark — the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.

This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy, and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.

The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.

Brian Williams was first noticed by Joe Dever for his work in White Dwarf magazine (circa issue 50) and the Real Life Gamebooks series by Jon Sutherland and Simon Farrell. Brian Williams was Joe's first choice of illustrators to replace Gary Chalk. Jon, being an old friend of Joe's, introduced the two. Brian was excited to work with Joe on the Lone Wolf series. He illustrated The Cauldron of Fear and almost every book about Magnamund since that time.

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

Publication Date: 12 November 2010

Text copyright © Joe Dever.

Illustrations copyright © Brian Williams.

Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

Table of Contents

- Title Page

- Dedication

- Acknowledgements

- The Story So Far …

- The Game Rules

- Grand Master Disciplines

- Equipment

- Rules for Combat

- Levels of Kai Grand Mastership

- Improved Grand Master Disciplines

- Grand Master's Wisdom

- Numbered Sections

- Ixia & the Hardlands

- Action Chart

- Combat Rules Summary

- Combat Results Table

- Random Number Table

- Errata

- Footnotes

- Table of Illustrations

- Project Aon License

Text copyright © 1991 Joe Dever. Illustrations copyright © 1991 Brian Williams.

Dedication

For Chris Smith

Acknowledgements

‘I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my “millennium gift” to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai. … ’ Joe Dever

Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We are also grateful for the generosity of Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Ian Page, Graham Round, and Brian Williams for contributing their portions of the world of Magnamund to Project Aon. We would also like to acknowledge the following members of Project Aon for their diligent work:

Credits

Transcription

Peter Cook

Illustration Transcription

Jonathan Blake

XML

Jonathan Blake

Jeff Dougan

Simon Osborne

Action Charts

JC Alvarez

Jonathan Blake

Proofreading

Robert Hartley (Sections 211–350)

Timothy Pederick (Sections 141–210)

Martin Ryland (Frontmatter and Sections 1–140)

Editing

Jeff Dougan

Jacob Humphrey

Ingo Klöcker

LeRoy McSwain

Simon Osborne

Timothy Pederick

Jennifer Sigman

Coordination

Jonathan Blake

Special Thanks

Jan Charvát, André Davidson, James Tan, Christopher Turner, Robert Wellock

The Story So Far …

You are Grand Master Lone Wolf, last of the Kai Lords of Sommerlund and sole survivor of a massacre that wiped out the First Order of your élite warrior caste.

It is the year MS 5077, twenty-seven years since your brave kinsmen perished at the hands of the Darklords of Helgedad. These champions of evil, who were sent forth by Naar, the King of the Darkness, to destroy the fertile world of Magnamund, have themselves since been destroyed. You vowed to avenge the murder of the Kai and you kept your pledge, for it was you who brought about their downfall when alone you infiltrated their foul domain — the Darklands — and caused the destruction of their leader and the seat of his power that was the infernal city of Helgedad.

In the wake of their destruction, chaos befell the Darkland armies who, until then, had been poised to conquer all of Magnamund. Some factions which were part of this huge army, most notably the barbaric Drakkarim, began to fight with the others for control. This disorder quickly escalated into an all-out civil war which allowed the Freeland armies of Magnamund time in which to recover and launch a counter-offensive. Their commanders exploited the chaos skilfully and secured a swift and total victory over an enemy far superior in numbers.

For seven years now peace has reigned in Sommerlund. Under your direction the once-ruined Monastery of the Kai has been thoroughly rebuilt and restored to its former glory, and the task of teaching a Second Order of Kai warriors the skills and proud traditions of your ancestors is also well established. The new generation of Kai recruits, all of whom were born during the era of war against the Darklords, possess latent Kai skills and show exceptional promise. These skills will be nurtured and honed to perfection during their time at the monastery so that they may teach and inspire future generations, thereby ensuring the continued security of your homeland in future years.

Your attainment of the rank of Kai Grand Master brought with it great rewards. Some, such as the restoration of the Kai and the undying gratitude of your fellow Sommlending, could have been anticipated. Yet there have also been rewards which you could not possibly have foreseen. The discovery that within you lay the potential to develop Kai Disciplines beyond those of the Magnakai, which, until now, were thought to be the ultimate that a Kai Master could aspire to, was truly a revelation. Your discovery has inspired you to set out upon a new and previously unknown path in search of the wisdom and power that no Kai Lord before you has ever possessed. In the name of your creator, the God Kai, and for the greater glory of Sommerlund and the Goddess Ishir, you have vowed to reach the very pinnacle of Kai perfection — to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.

With diligence and determination you set about the restoration of the Kai Monastery and the training of the Second Order recruits. Your efforts were soon rewarded for within the space of two short years, the first raw recruits had graduated to become a cadre of gifted Kai Masters who, in turn, were able to commence the teaching of their skills to subsequent intakes of Kai novices. The Kai Masters rose to their newfound responsibilities readily, leaving you free to devote more of your time to the pursuit and perfection of the Grand Master Disciplines. During this period you also received expert tutelage in the ways of magic from two of your most trusted friends and advisors: Guildmaster Banedon, leader of the Brotherhood of the Crystal Star, and Lord Rimoah, speaker for the High Council of the Elder Magi.

In the deepest subterranean level of the monastery, a hundred feet below the Tower of the Sun, you ordered the excavation and construction of a special vault. In this magnificent chamber wrought of granite and gold, you placed the seven Lorestones of Nyxator, the gems of Kai power which you had recovered during your quest for the Magnakai. It was here, bathed in the golden light of those radiant gems, that you spent countless hours in pursuit of perfection. Sometimes alone, sometimes in the company of your two able advisors — Banedon and Rimoah — you worked hard to develop your innate Grand Master Disciplines and grasp the fundamental secrets of Left-handed and Old Kingdom magic. During this time you noticed many remarkable changes taking place within your body: you became physically and mentally stronger, your five primary senses sharpened beyond all that you had experienced before, and, perhaps most remarkably, your body began to age at a much slower rate. Now, for every five years that elapse you age but one year.

At this time many changes were occurring beyond the borders of Sommerlund. In the regions to the northeast of Magador and the Maakengorge, the Elder Magi of Dessi and the Herbwardens of Bautar were working together in an effort to restore the dusty volcanic wasteland to its former fertile state. It was the first tentative step towards the reclamation of all the Darklands. However, their progress was painfully slow, and both parties were resigned to the fact that their efforts to undo the damage caused by the Darklords would take centuries to complete.

Elsewhere, throughout Northern Magnamund, peace reigns victorious and the peoples of the Free Kingdoms rejoice in the knowledge that the age of the Darklords has finally come to an end. Readily men have exchanged their swords for hoes and their shields for ploughs, and now the only marching they do is along the ruts of their freshly furrowed fields. Few are the watchful eyes that scan the distant horizon in fear of what may appear, although there are still those who maintain their vigilance, for the agents of Naar come in many guises and there are those upon Magnamund who wait quietly in the shadows for the chance to do his evil bidding.

Already your newfound skills have been tested against Naar's agents and you have, on each occasion, acquitted yourself admirably. But your continuing victories against his minions have enraged the Dark God and inflamed his lust for vengeance. Earlier this year you thwarted Naar's plans to revive Vashna, the greatest of all the Darklords, whose spirit is trapped deep within the fathomless reaches of the Maakengorge — the Chasm of Doom. Vashna's spirit has remained there in uneasy entombment ever since the day, long ago, when he and his army were defeated in battle by King Ulnar I of Sommerlund. Your brave and courageous actions prevented Naar's agents from summoning to Magnamund a Demoness named Shamath from the Plane of Darkness. This supernatural creature possessed the Deathstaff — an artefact of great evil forged by Naar himself — with which she could have resurrected Vashna and his army from the Maakengorge. Yet your timely intervention destroyed the Shadow Gate through which she was travelling, and by so doing, you imprisoned the Demoness Shamath in the limbo which exists between your world and the Plane of Darkness.

Confident in the belief that you had saved Magnamund from the Demoness and the Deathstaff, you returned triumphantly to Sommerlund. Several months later, however, as the year was drawing to a close, Lord Rimoah came unexpectedly to the Kai Monastery seeking an urgent audience. With growing dismay you listened as he relayed ill news — the Deathstaff had reappeared in Magnamund. The threat to the peace of your fragile world was greater now than ever before.

‘When you destroyed the Shadow Gate at Maakengorge, Grand Master,’ said Lord Rimoah, as the two of you discussed the matter in the secure privacy of your vault below the Kai Monastery, ‘you banished Shamath to the void, hopefully for all eternity. Yet, alas, the weapon she possessed did not go with her. Naar's accursed Deathstaff has since returned to this world through another Shadow Gate, one that lies far away to the west, on a remote and icy peninsula that is called Ixia.’

‘My lord, do you wish me to go to Ixia — to find and destroy the Deathstaff before another of Naar's agents can use it against us? Is this why you have come seeking my help?’ you replied, expecting Rimoah to affirm your assumption.

‘Partly so, my lord,’ he said, holding you with his steel-grey eyes, ‘but I fear that already it has fallen into the hands of an enemy — and one who is deadlier than even the Demoness Shamath. What do you know of the Deathlord of Ixia?’

You faintly remembered having heard this name before but were unable to recall any detail. Lord Rimoah, seeing that you were unable to give an answer, obliged with an impromptu history lesson:

‘The Deathlord of Ixia was once lieutenant to Agarash the Damned — the most powerful of all Naar's champions of evil,’ said Rimoah, his head bowed as he paced the granite floor of your vault. ‘During the Age of Eternal Night he conquered much of Northern Magnamund, including the realm of Ixia which was once a rich and very fertile land. He destroyed the native Ixians, transforming them into a legion of undead servants under his command. Many centuries later, when my ancestors defeated Agarash during the Age of War, they magically imprisoned the weakened Deathlord in a secret tomb within the dread city of Xaagon, near to the southern coast of Ixia. For thousands of years his tomb lay undisturbed until the first of the Drakkarim appeared on Magnamund. They entered Xaagon and found the Deathlord's tomb — yet legend has it that none of them escaped Ixia alive. Perhaps they, too, serve him now. During the Age of the Black Moon, the Darklords conquered all of the territories surrounding Ixia yet they chose to avoid setting foot in the Deathlord's realm. Mindful of his origins, they feared that if he were released from his sorcerous prison he would seek to dominate and destroy them.’

‘My lord, are you telling me that the Deathlord of Ixia is now free of this prison and in possession of the Deathstaff?’ you asked, fearing Lord Rimoah's reply.

‘Yes, Grand Master. I'm afraid that is exactly the situation which confronts us. Since the passing of the last moon, I and others of the High Council of the Elder Magi have detected a great imbalance between the forces of Good and Evil in our world. By ill chance or by Naar's design, the Deathstaff has fallen into the hands of Ixiataaga. Once again the Deathlord is free to indulge his unholy and insatiable appetite for living beings. Already we have heard reports from Lencian fishermen which tell of the destruction of remote Drakkarim settlements around the Gulf of Konkor, and there are even claims of a “death fleet” having been sighted in the waters of the Shakoz Bight. Yes, Grand Master, the Deathlord is free to roam the face of Magnamund once more, and I fear he will not stop until every living creature is enslaved to him in undeath.’

For hours, you and your trusted advisor deliberated over what could be done to prevent this unspeakable disaster from befalling Magnamund. You considered a muster of the Freeland armies and an immediate attack upon Ixia, but such a plan simply could not be executed. The peninsula of Ixia is far too remote and desolate a territory to be reached by any Freeland army on foot, and, with winter already so far advanced, any ship-borne invasion would be doomed to fail. Time was also against you. The Deathlord had to be stopped as quickly as possible before he could unleash an army of undead upon Magnamund, an unkillable army that would grow larger with every battle it fought against the living.

‘Only I can stop this,’ you said, voicing your thoughts.

‘Yes, Grand Master. Only you,’ replied Rimoah quietly.

After a few moments' silence, Rimoah continued, ‘In expectation of your decision, preparations have already been made for your journey, Grand Master. I trust this doesn't offend you?’

You smiled your consent.

‘Good. Then I shall call upon Guildmaster Banedon — he knows of the Deathlord's rise and he has offered his ship Skyrider to hasten your journey westwards. He will tell you more about Ixia and how you will be conveyed there. Godspeed, Grand Master. I shall pray to Kai and Ishir to watch over you on this fateful mission.’

The Game Rules

You keep a record of your adventure on the Action Chart.

For more than six years, ever since the demise of the Darklords of Helgedad, you have devoted yourself to developing further your fighting prowess — COMBAT SKILL — and physical stamina — ENDURANCE. Before you begin this Grand Master adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it onto the Random Number Table. If you pick a 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart (i.e. if your pencil fell on the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 7 on the Random Number Table you would have 37 ENDURANCE points).

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you have when you start an adventure.

If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 1–16), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 17. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 1–5) or Magnakai (Books 6–12) adventures.[1] Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Lone Wolf Grand Master series.[2] You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart. (You are still limited to two Weapons, but you may now carry up to ten Backpack Items.)

However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 1–5) and Magnakai (Books 6–12) series to the Lone Wolf Grand Master series (Books 13–onwards):

- Crystal Star Pendant

- Sommerswerd

- Silver Helm

- Dagger of Vashna

- Silver Bracers

- Jewelled Mace

- Silver Bow of Duadon

- Helshezag

- Korlinium Scabbard

- Kagonite Chainmail

[1] The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers' Handbook for details.

[2] If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

Grand Master Disciplines

Kai & Magnakai Disciplines

During your distinguished rise to the rank of Kai Grand Master you have become proficient in all of the basic Kai and Magnakai Disciplines. These Disciplines have provided you with a formidable arsenal of natural abilities which have served you well in the fight against the agents and champions of Naar, King of the Darkness. A brief summary of your skills is given below.

Weaponmastery

Proficiency with all close combat and missile weapons. Master of unarmed combat; no COMBAT SKILL loss when fighting bare-handed.

Animal Control

Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non-sentient creature's sense of taste and smell.

Curing

Steady restoration of lost ENDURANCE points (to self and others) as a result of combat wounds. Neutralization of poisons, venoms, and toxins. Repair of serious battle-wounds.

Invisibility

Mask body heat and scent; hide effectively; mask sounds during movement; minor alterations of physical appearance.

Huntmastery

Effective hunting of food in the wild; increased agility; intensified vision, hearing, smell, and night vision.

Pathsmanship

Read languages, decipher symbols, read footprints and tracks. Intuitive knowledge of compass points; detection of enemy ambush up to 500 yards; ability to cross terrain without leaving tracks; converse with sentient creatures; mask self from psychic spells of detection.

Psi-surge

Attack enemies using the powers of the mind; set up disruptive vibrations in objects; confuse enemies.

Psi-screen

Defence against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. Ability to divert and re-channel hostile psychic energy.

Nexus

Move small items by projection of mind power; withstand extremes of temperature; extinguish fire by force of will; limited immunity to flames, toxic gases, and corrosive liquids.

Divination

Sense imminent danger; detect invisible or hidden enemy; telepathic communication; recognize magic-using and/or magical creatures; detect psychic residues; limited ability to leave body and spirit-walk.

Now, through the pursuit of your new skills and the further development of your innate Kai abilities, you have set out upon a path of discovery that no other Kai Grand Master has ever attempted with success. Your determination to become the first Kai Supreme Master, by acquiring total proficiency in all twelve of the Grand Master Disciplines, is an awe-inspiring challenge. You will be venturing into the unknown, pushing back the boundaries of human limitation in the pursuit of greatness and the cause of Good. May the blessings of the Gods Kai and Ishir go with you as you begin your brave and noble quest.

In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered four of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines may be of use to you at some point during your adventure, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life.

When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your Action Chart.

Grand Weaponmastery

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Lone Wolf Grand Master series, means you are supremely efficient in the use of two of the weapons listed below. For each book that you complete in the Lone Wolf Grand Master series (Books 13–20), you will gain mastery of an additional weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next Lone Wolf Grand Master book, you may choose an additional Weapon to gain mastery of.

If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the Random Number Table, when using the Bow.[3]

Animal Mastery

Grand Masters have considerable control over hostile, non-sentient creatures. Also, they have the ability to converse with birds and fishes, and use them as guides.

Deliverance (Advanced Curing)

Grand Masters are able to use their healing power to repair serious battle-wounds. If, whilst in combat, their ENDURANCE is reduced to 8 points or less, they can draw upon their mastery to restore 20 ENDURANCE points. This ability can only be used once every 20 days.

Assimilance (Advanced Invisibility)

Grand Masters are able to effect striking changes to their physical appearance, and maintain these changes over a period of a few days. They have also mastered advanced camouflage techniques that make them virtually undetectable in an open landscape.

Grand Huntmastery

Grand Masters are able to see in total darkness and have greatly heightened senses of touch and taste. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

Grand Pathsmanship

Grand Masters are able to resist entrapment by hostile plants and have a super-awareness of ambush, or the threat of ambush, in woods and dense forests.

Kai-surge

When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their COMBAT SKILL. For every round in which Kai-surge is used, Grand Masters need only deduct 1 ENDURANCE point. When using the weaker psychic attack — Mindblast — they may add 4 points without loss of ENDURANCE points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)

Grand Masters cannot use Kai-surge if their ENDURANCE score falls to 6 points or below.

Kai-screen

In psychic combat, Grand Masters are able to construct mind fortresses capable of protecting themselves and others. The strength and capacity of these fortresses increase as a Grand Master advances in rank.

Grand Nexus

Grand Masters are able to withstand contact with harmful elements, such as flames and acids, for upwards of an hour in duration. This ability increases as a Grand Master advances in rank.

Telegnosis (Advanced Divination)

This Discipline enables a Grand Master to spirit-walk for far greater lengths of time, and with far fewer ill effects. Duration and the protection of his inanimate body increase as a Grand Master advances in rank.

Magi-magic

Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakeros — the native warriors of Dessi. These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

Kai-alchemy

Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

If you successfully complete the mission as set in this, the fifth of the Lone Wolf Grand Master series, you may add a further Grand Master Discipline of your choice to your Action Chart in Book 18.

For every Grand Master Discipline you possess, in excess of the original four Disciplines you begin with, you may add 1 point to your basic COMBAT SKILL score and 2 points to your basic ENDURANCE points score. These bonus points, together with your extra Grand Master Discipline(s), your original four Grand Master Disciplines, and any Special Items that you have found and been able to keep during your adventures, may then be carried over and used in the next Lone Wolf Grand Master adventure, which is called Dawn of the Dragons.

[3] Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a ‘hidden loyalty bonus’ (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

Equipment

Before you set off on your long journey to Ixia you take with you a map of Ixia and the Hardlands and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table and add 20 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the ‘Gold Crowns’ section of your Action Chart.

If you have successfully completed any of the previous Lone Wolf adventures (Books 1–16), you may add this sum to the total sum of Crowns you already possess. Fifty Crowns is the maximum you can carry, but additional Crowns can be left in safekeeping at your monastery.

You can take four items from the list below, again adding to these, if necessary, any you may already possess from previous adventures (remember, you are still limited to two Weapons, but you may now carry a maximum of ten Backpack Items).

- Broadsword (Weapons)

- Bow (Weapons)

- Quiver (Special Items) This contains six Arrows; record them on your Action Chart.

- Dagger (Weapons)

- Sword (Weapons)

- 2 Meals (Meals) Each Meal takes up one space in your Backpack.

- Rope (Backpack Item)

- Potion of Laumspur (Backpack Item) This potion restores 4 ENDURANCE points to your total when swallowed after combat. There is enough for only one dose.

- Axe (Weapons)

List the four items that you choose on your Action Chart, under the appropriate headings, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.

How to Use Your Equipment

Weapons

The maximum number of Weapons that you can carry is two. Weapons aid you in combat. If you have the Grand Master Discipline of Grand Weaponmastery and a correct weapon, it adds 5 points to your COMBAT SKILL. If you find a Weapon during your adventure, you may pick it up and use it. You may only use one Weapon at a time in combat.

Bows and Arrows

During your adventure there will be opportunities to use a Bow and Arrow. If you equip yourself with this weapon, and you possess at least one Arrow, you may use it when the text of a particular section allows you to do so. The Bow is a useful weapon, for it enables you to hit an enemy at a distance. However, a Bow cannot be used in hand-to-hand combat; therefore it is strongly recommended that you also equip yourself with a close combat weapon, such as a Sword or an Axe.

In order to use a Bow you must possess a Quiver and at least one Arrow. Each time the Bow is used, erase an Arrow from your Action Chart. A Bow cannot, of course, be used if you exhaust your supply of Arrows, but the opportunity may arise during your adventure for you to replenish your stock of Arrows.

Backpack Items

These must be stored in your Backpack. Because space is limited, you may keep a maximum of ten articles, including Meals, in your Backpack at any one time. You may only carry one Backpack at a time. During your travels you will discover various useful items which you may decide to keep. You may exchange or discard them at any point when you are not involved in combat.

Any item that may be of use, and which can be picked up on your adventure and entered on your Action Chart is given either initial capitals (e.g. Gold Dagger, Magic Pendant), or is clearly labelled as a Backpack Item. Unless you are told that it is a Special Item, carry it in your Backpack.

Special Items

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is twelve.

Gold Crowns

These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns. The currency of Lencia is the Lune. The exchange rate is 4 Lune for 1 Gold Crown.

Food

Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

Potion of Laumspur

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

Rules for Combat

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.

At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart. The sequence for combat is as follows:

1. Add any extra points gained through your Grand Master Disciplines and Special Items to your current COMBAT SKILL total.

2. Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

Example

Lone Wolf (COMBAT SKILL 27) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 35.

He subtracts the Doomwolf pack's COMBAT SKILL from his own, giving a Combat Ratio of +5. (35−30 = +5). +5 is noted on the Action Chart as the Combat Ratio.

3. When you have your Combat Ratio, pick a number from the Random Number Table.

4. Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

Example

The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

- Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).

- Doomwolf Pack loses 7 ENDURANCE points.

5. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat.

6. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

7. Repeat the sequence from Stage 3.

This process of combat continues until ENDURANCE points of either the enemy or Lone Wolf are reduced to zero or below, at which point that combatant is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points possibly reduced.

A summary of Combat Rules appears in the back of this book.

Evasion of Combat

During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round (but then that is the risk of running away!). You may evade only if the text of the particular section allows you to do so.

Levels of Kai Grand Mastership

The following table is a guide to the ranks and titles you can achieve at each stage of your journey along the road of Kai Grand Mastership. As you successfully complete each adventure in the Lone Wolf Grand Master series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection — to become a Kai Supreme Master.

1. Kai Grand Master Senior

2. Kai Grand Master Superior

3. Kai Grand Sentinel

4. Kai Grand Defender — You begin the Lone Wolf Grand Master adventures at this level of Mastery

5. Kai Grand Guardian

6. Sun Knight

7. Sun Lord

8. Sun Thane

9. Grand Thane

10. Grand Crown

11. Sun Prince

12. Kai Supreme Master

Improved Grand Master Disciplines

As you rise through the higher levels of Kai Grand Mastery, you will find that your Disciplines will steadily improve. For example, if you possess the Discipline of Grand Nexus when you reach the Grand Master rank of Grand Thane, you will be able to pass freely through Shadow Gates and explore the nether realms of Aon and the Daziarn Plane.

Kai Grand Guardian

If you are a Grand Master who has reached the rank of Kai Grand Guardian (5 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery

Kai Grand Guardians with this Discipline are able to summon a limited number of forest animals to their location. The creatures so summoned will become loyal and willing allies, willing to do the Kai Grand Guardian's bidding. This ability can only be used in an outdoor setting.

Assimilance

Kai Grand Guardians who possess this skill are able to create a cloud of fog-like vapour within 15 yards of their location. This fog will obscure both normal and infravision. The duration of the fog increases as a Grand Master rises in rank.

Grand Huntmastery

Kai Grand Guardians with this skill enjoy increased mobility when travelling across all types of terrain, whether on foot or on horseback. This improved ability is very useful when used to outdistance a pursuing enemy.

Kai-surge

Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.

Kai-screen

Kai Grand Guardians who possess this Discipline are able to exercise a defensive psychic skill known as Mindblend. This cloaking ability enables them to both protect and hide their minds from being detected by a hostile psychic probe.

Magi-magic

Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:

- Splinter — This causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces. The range of this spell increases as a Grand Master rises in rank.

- Flameshaft — This causes the tip of any Arrow or Arrow-like missile, to burn fiercely with a magical flame which cannot readily be extinguished by normal means.

Sun Knight

If you are a Grand Master who has reached the rank of Sun Knight (6 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Grand Weaponmastery

Sun Knights with this Discipline are able to wield two-handed weapons (i.e. Broadsword, Quarterstaff, and Spear) with full effect, using only one hand.

Deliverance

Sun Knights who possess this skill are able to repair serious wounds sustained by creatures other than themselves. By the laying of hands upon the affected creature's body, a Sun Knight can cause an open wound (or other serious injury) to mend itself. The speed at which this healing takes place increases as a Grand Master rises in rank.

Grand Pathsmanship

Kai Sun Knights with this skill are able to repel at will all normal-sized insects within a radius of three yards. The range and number of insects so affected increase considerably as a Grand Master rises in rank.

Grand Nexus

Sun Knights who possess Mastery of this Discipline are able to feign death. By placing themselves into a state of suspended animation, outwardly they are able to achieve all semblance of being truly dead. However, whilst in this state the only sense that a Sun Knight retains is the ability to hear.

Telegnosis

Sun Knights who possess this Discipline are able to communicate telepathically over great distances. Initially the range of this ability is approximately 100 miles, but this distance increases as a Grand Master rises in rank.

Kai-alchemy

Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood Spells:

- Halt Missile — This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2–3 seconds, allowing the Sun Knight sufficient time to move away from its line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.

- Strength — By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy.

Sun Lord

If you are a Grand Master who has reached the rank of Sun Lord (7 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Grand Weaponmastery

Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden weapon such as a quarterstaff.

Assimilance

Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.

Grand Huntmastery

Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.

Kai-surge

Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast — a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge, or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a ‘0’ = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

Telegnosis

Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava, and quicksand. Time duration and degree of surface difficulty increase as a Grand Master rises in rank.

Magi-magic

Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:

- Penetrate — This increases the penetrative energy of any Arrow or Arrow-like missile, launched by a Sun Lord.

- Energy Grasp — This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood Spell Lightning Hand, but differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or an enemy to effect the spell.

Sun Thane

If you are a Grand Master who has reached the rank of Sun Thane (8 Disciplines), you will now benefit from improvements to the following Grand Master Disciplines:

Animal Mastery

Sun Thanes with this Discipline are able to command an animal to fall asleep at will. Some hostile animals may be able to resist this command, but most will be affected by it in some way. The duration of effect and the number of animals which can be affected at one time will increase as a Grand Master rises in rank.

Deliverance

Sun Thanes who possess this skill are able to conduct a Kai Exorcism. This ritual will banish any evil supernatural force that has taken possession of any goodly creature or object.

Grand Huntmastery

Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.

Grand Pathsmanship

Sun Thanes who possess mastery of this Discipline are able to alter the temperature of water by touch. By using this skill they are able to transform water into ice and vice versa. The volume of water affected, and the duration of effect, both increase as a Grand Master rises in rank.

Kai-screen

Sun Thanes who possess this Discipline are able to erect a special psychic defence called Mindfort. A Mindfort defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.

Kai-alchemy

Grand Masters who have reached the rank of Sun Thane are able to use the following Brotherhood Spells:

- Slow Fall — By casting this spell, Kai Sun Thanes are able to slow their rate of free-falling to three feet per second, thereby avoiding damage upon landing while the spell is in effect. The duration of the spell is limited at first, but it steadily increases as a Grand Master rises in rank.

- Breathe Water — Using this spell, a Kai Sun Thane is able to breathe underwater for ten minutes. The duration of effect increases as a Grand Master rises in rank.

The nature of any additional improvements and how they affect your Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf books.

Grand Master's Wisdom

Ixia is a cruel and treacherous region. Be wary and on your guard at all times, for you can expect no help at all from the fell creatures who dwell in this remote territory.

Some of the things that you will encounter during your mission will be of use to you in this and future Lone Wolf books, while others may be red herrings of no real value at all. If you discover items, be selective in what you choose to keep.

Pick your Grand Master Disciplines with care, for a wise choice will enable any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this adventure.

May the light of Kai and Ishir be your guide as you venture into the darkness of Ixia.

For Sommerlund and the Kai!

1

Lord Rimoah removes a sphere of crystal from a pocket of his robe and holds it up to the lantern light. It is filled with a swirling grey mist. Softly he murmurs the words of an ancient spell and the mist clears to reveal the anxious face of your friend — Guildmaster Banedon. Rimoah speaks briefly to Banedon's image, requesting that he come to the Monastery at once.

I will be with you within the hour, says the voice of Banedon, a whisper in your mind.

Your friend is in Toran, sixty miles to the north, yet he holds true to his word. In less than an hour he arrives at the Monastery aboard Skyrider — his sleek flying ship. Two excited young Kai Aspirants bring word of his arrival to the vault and you respond by making your way swiftly to the surface. Banedon's Skyrider is hovering above the training park, the hum of its magical engine amplified by the surrounding walls and battlements. It is dusk on this wintry evening and a shower of feathery snow is illuminated by the craft's lanterns. A rope ladder hangs from the bow rail to the frost-hardened earth.

‘Go aboard, Grand Master,’ urges Rimoah. ‘Banedon will advise you and provide you with what you'll be needing. I shall stay here and pray for your safe return.’

You bid a hasty farewell to your mentor before climbing the dangling rope ladder with the legendary speed and grace that sets you apart from lesser warriors. Banedon is waiting as you haul yourself aboard. He greets you with a glad smile, yet his face cannot hide his deep concern for what may await you in Ixia. You wave a final farewell to Lord Rimoah; then you retreat to the warmth of Banedon's cabin as the Skyrider glides over the Monastery's southern wall and ascends into the leaden sky.

Your friend Banedon has already set a course for Vadera, the principal city of Lencia, a destination which is more than a full day's flight west of Sommerlund. Were this not the first stage of a longer voyage to Ixia you would gladly welcome the chance to visit Vadera, for you have many friends there in the court of King Sarnac of Lencia.

During the flight, Banedon details the plans which have been made on your behalf. King Sarnac himself has promised his help; he will provide you with a boat and a pilot to sail you from Vadera to Azgad Island, a desolate Lencian outpost in the Tozaz Sea. On your arrival there you will be transferred to a Lencian ice-boat, a craft specially built to withstand the power of the treacherous pack-ice which clings to the Ixian shoreline at this time of the year.

‘The ice-boat will land you on the coast of Ixia, Lone Wolf,’ says Banedon, ‘and then it will wait at anchor for you to return upon the completion of your mission.’

‘How long will the ice-boat wait for me?’ you ask, apprehensively.

‘If you do not return within seven days, the pilot has orders to set sail for Vadera without you. The Tozaz in winter is a cruel and terrible sea — no ordinary man could hope to survive there for much longer than a week, no matter how strong his ship or plentiful his supplies. Which reminds me — if you are to survive your visit to Deathlord Ixiataaga's frigid realm, you will be needing some special protection.’

If you possess a Platinum Amulet, turn to 166.

If you do not possess this Special Item, turn to 282.

2

Furtive and fretful, like dogs snuffling for a grounded fox, the undead Drakkarim encircle your hiding place and begin to close in upon you. It can only be a matter of moments before they find what they are looking for!

If you possess Kai-surge and have reached the rank of Kai Grand Guardian or higher, turn to 279.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 31.

3

To your dismay, the descending wave of Lavas reach the Demonlord before you and form up in a protective circle around his ice-sheened body. Those that remain in the sky beat the air with their mighty wings, causing a powerful down-draught which holds you at bay.

Shielding your eyes from the stinging dust-choked winds, you look up and see that the Lavas leader is cradling the curious spiked metal bowl in its horny hands. He descends towards Tagazin and inverts it, and suddenly you realize its true purpose and design. It is a helm of power, affixed on top with a crystal spike. The Lavas places the helm upon the Demonlord's head and the spike begins to glow menacingly.

Now all of the Lavas ascend into the sky where they wait to view a confrontation which is about to commence. Suddenly Tagazin, revitalized by the power of the spiked helm, comes charging at you with his head lowered, snorting gruffly like a maddened bull.

Pick a number from the Random Number Table. If you possess Grand Huntmastery or Grand Pathsmanship, add 3 to the number you have picked.

If your total is now 4 or less, turn to 72.

If it is 5 or more, turn to 308.

4

You circle around the hall, keeping a wary eye on the frozen humanoids that line the walls in case your presence here should cause them to animate. Fortunately your caution proves unnecessary — they remain completely immobile.

As you pass by the shimmering archway, you feel nausea rising from the pit of your stomach and a wave of dizziness makes you falter for a few moments: lose 2 ENDURANCE points. However, your dogged persistence pays off when you discover a partially-concealed panel in the wall. As you step nearer, it slides open to reveal a flight of steps which ascend to an empty chamber. Here you discover a door of opaque green crystal set flush into the north wall. Closer investigation reveals a curious lockplate positioned at its centre.

If you wish to examine this lock, turn to 322.

If you choose to ignore the crystal door and return by the stairs to the entrance hall below, turn to 299.

5

You mistime your jump and land badly, breaking your right leg in three places and rendering yourself incapable of moving. Gritting your teeth against the intense pain, you draw on your healing skills to mend the broken bones. Unfortunately, before your legs have healed sufficiently for you to go on, you are crushed to death by a deluge of falling masonry.

Your incredible courage has brought about the defeat of the evil Deathlord Ixiataaga, saving untold millions of living souls from an eternity of slavery in his service. So long as there is Good upon Magnamund you will never be forgotten. Sadly, though, death is the price you have paid for this victory.

Your life and your quest end here in the Crystal Spire of Xaagon.

6

There is a faint click and the door opens without a sound. You walk through and emerge into a chamber composed entirely of polished black crystal, where you see myriad images of yourself trailing away into infinity within the mirror-smooth walls. At first you see only your own reflections, but when you cast your gaze around this eerie chamber you realize that you are not alone. Standing guard at an open archway are a trio of undead creatures, the like of which you have never encountered before. They are armed with barbed tridents which they hold loosely in their corpse-green hands.

Suddenly they become aware of your presence and come scurrying forwards, their tridents raised in readiness to pin you to the wall.

If you possess a Bow and wish to use it, turn to 287.

If you do not, turn to 64.

7

Drawing on your Magnakai skills of camouflage and psychic defence to shield your body and mind, you leave your hiding place and hurry through the open archway. Several hundred yards beyond, you come to a wide stone staircase which ascends to a landing, positioned high above the underground lake and ice cavern. As you climb the steps, the sub-zero temperature plummets even further, making you shiver involuntarily, despite the combined protection of your Platinum Amulet and your Magnakai skills.

At length you reach the landing to be greeted by the sight of two undead Ixian warriors standing guard at the mouth of a cave. Instinctively, you sidestep into the shadows to avoid being seen, but the Ixians show no reactions; it is as if they have both been cast in stone.

Beyond the open cave mouth you see a bleak and desolate wasteland of rock and ice. A blizzard is raging, whipped up by a fierce electrical storm that blazes above a distant mountain range. The jagged peaks are illuminated by the flashes of the storm's ghostly, blue-white fire.

Your Kai senses tell you that the evil sorcery which animates and controls the guards is temporarily dormant: these two skeletons currently pose no threat to your safety. However, the same cannot be said of the troop of undead Drakkarim warriors who, at this moment, are marching up the stairs behind you. Reluctantly, you leave the cave mouth and set off into the raging blizzard in search of the city of Xaagon.

Turn to 44.

8

The instant you step into the light, a wave of acute pain washes through your body as the curtain of shimmering radiance swallows you up. You writhe in agony as gravity releases its hold on your body, and you feel yourself begin to rise: lose 10 ENDURANCE points.

You are on the threshold of unconsciousness when suddenly the light fades and you find yourself kneeling on a floor of black crystal, staring at the reflection of your pain-wracked face in its highly-polished surface. Wearily you raise your aching head and see, to your horror, a trio of undead creatures scurrying towards you from an open archway. They have barbed tridents clasped in their corpse-green hands, held raised in readiness to pin you to the floor.

If you possess a Bow and wish to use it, turn to 287.

If you possess Kai-surge and wish to use it, turn to 96.

If you do not, or if you choose not to use either of the above, then turn to 64.

9

As you stare upwards at the monstrous spire, you detect waves of pure evil radiating from its ice-sheathed surfaces. They seem to wax and wane in time with the crimson light pulsing from its tip. Your improved mastery also detects dangerously high concentrations of light in the ultraviolet spectrum. So strong is this light that it physically sickens you, yet you find it hard to look away; you are both fascinated and repulsed by it.

Suddenly you realize what it is that you are seeing and feeling: it is the evil power of Deathlord Ixiataaga himself. He is present here, somewhere inside this dread spire.

If you possess Kai-screen, turn to 325.

If you do not possess this Grand Master Discipline, turn to 245.

10

With a dull clunk, the lock disengages and the heavy portal creaks ajar.[4] Immediately you are greeted by a blast of frozen air as you push open the door and step out onto a viewing platform which is fixed to the outer metallic skin of this huge alien submarine. Away to your right you can see a line of ice-boats at anchor at the lake's edge, and to your left you notice a column of skeletal warriors. These are being led by a black-robed Cabalah, marching in mechanical fashion along a jetty towards the mouth of a tunnel which leads out of the vast ice cavern. Your keen Kai senses tell you that you have arrived in Ixia, and that the distant tunnel leads to the surface.

You commit the position of the ice-boats to memory; if your mission is successful, you will be needing some means by which you can escape from Ixia. Then you carefully observe the area immediately surrounding the submarine, and notice that there are only two ways by which you can reach the distant tunnel — by the adjacent jetty, or by entering the icy waters of the lake and swimming to the shore.

If you wish to attempt to reach the tunnel via the jetty, turn to 30.

If you choose to attempt to reach the tunnel entrance by swimming from the submarine to the shore, turn instead to 161.

[4] This is the correct answer to the grid lock in Section 69.

11

You pilot the ship cautiously along a string of narrow fjords which cut an uncertain route through this treacherous field of icebergs. Using a mix of hand signals and telepathy, you send directions to the helmsman at the rear of the ship. It is a gruelling procedure which soon takes its toll on the nerves of all aboard.

Every few minutes your vision is obscured by gusts of powdery snow which swirl across the deck, blown down from the tops of the surrounding ice cliffs. During one of these fierce blasts you are momentarily blinded. You clasp your hands to your stinging eyes and suddenly the incessant howl of the wind is accompanied by the tortured screech of the hull as it shudders along a bank of submerged ice. The impact sends the ship careering violently to port and almost hurls you overboard. You crash heavily against the rail and rebound to the deck where you lie for a few moments, stunned and gasping for breath: lose 2 ENDURANCE points.

Mindful of the deadly danger, you scramble to your feet and rush to the prow. The crew have been clearly terrified by the collision; most of them are cowering along the ship's rail, staring up at the encroaching walls of ice, their eyes haunted with fear as earnestly they offer prayers to the Goddess Ishir. Then, almost without any warning, the snow-laden wind abates and the ship emerges from the iceberg field into the open waters of the Tozaz Sea. The crew give a hearty cheer, relieved that their icy ordeal has at last come to an end. One man pulls the cork from a bottle of black rum which he has been keeping for a special occasion. He takes a mighty swig, and then passes it to you. Just as you are about to take a swallow, unexpectedly you hear the helmsman's voice echoing along the deck: ‘Ship ahoy!’

Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.

Turn to 195.

12

You see that the Deathstaff is no longer vibrating with power. You sense that Ixiataaga has expended all of its unholy energy in one massive burst, in the hope of destroying you quickly and utterly. It will be several minutes before the Deathstaff recoups its dark powers — you must act swiftly if you are to turn this to your advantage.

You raise the Sommerswerd and an umbrella of golden light bursts from its hilt to illuminate the debris-strewn chamber.

‘For Sommerlund and the Kai!’ you shout, and with a single mighty leap, you traverse the fiery moat and land on the plinth within an arm's length of the Deathlord's foul form. Your brave and bold action takes Ixiataaga aback, but he quickly recovers, and with unnerving speed, he spins around to counter your attack.

Turn to 214.

13

With difficulty you retrieve the Sabito from your Backpack and force it into your mouth. Your lungs feel as if they are on fire, and you are barely moments away from slipping into unconsciousness when the Sabito takes effect. Quickly the feelings of nausea subside and your strength returns. This prized herb enables your body to absorb oxygen from the icy seawater directly through the pores of your skin, negating the need to surface for air.

In just a few minutes you reach the distant shoreline and break through the surface alongside a shallow stone causeway. Atop this causeway is a track, a spur of which branches off towards the tunnel entrance. With only your head visible above the lake, you cling to the causeway stones and wait patiently for a patrol of undead warriors to march past.

Turn to 169.

14

You race up the treacherously frosty steps which lead to the open watchtower roof. There you find Prarg hurriedly loading a pantard — a heavy iron crossbow which is mounted on a rotating platform.

Once again the freezing air is filled with cries of fear and chaos. Drawn by these frightful sounds, you run to the stone parapet and look down to see the great black ship come shuddering to a halt beside the harbour wall. Instantly, a horde of undead warriors leap onto the quayside and rush off in pursuit of the routing Lencians. Their eyes burn with an unnatural fire and they howl like demons as mercilessly they hunt down their human prey.

Prarg has now loaded the pantard and he calls on you to act as gunner. You oblige by taking hold of the firing mechanism and swivelling the weapon around in search of your first target. Two spring readily to view: the mass of undead that are swarming ashore, and a glowing glassy sphere which is mounted on a plinth beside the ship's wheelhouse.

Illustration I—A horde of undead warriors leap onto the quayside.

If you choose to fire at the undead horde, turn to 114.

If you decide to fire at the glowing sphere, turn to 251.

15

Using your advanced mastery, you lighten your body weight to prevent yourself from sinking any deeper into the mire. Moments later, you feel something brush past your leg for a second time and the chilling sensation galvanizes you into action.

The walls of the shaft are mirror smooth for the first ten feet above the surface of the mire. But beyond this point you notice that they are rough-hewn and studded with sharp spurs of rock. One such spur offers a tempting handhold … if only you could get to it. If you could reach it, it would be an easy task for a warrior of your agility to climb to the opening above.

If you possess a Rope (oiled or otherwise), turn to 323.

If you do not possess this Backpack Item, turn to 210.

16

Upon the instant you strike your fatal blow the creature emits a piercing shriek and crumples to the floor of the cave. The stench of its rotting body makes you feel nauseous, but at least it is blocking the icy wind which whips through the open cave mouth. After satisfying yourself that it was the only one of its kind in this cave, you settle down in a corner and take a well-deserved rest: restore 3 ENDURANCE points.

Turn to 289.

17

For a few tense moments you pause to consider a plan of action. The radiant light from the archway raises the hairs on the nape of your neck — a sure sign that danger lies here. But as you focus on the eerie curtain of light, you sense that beyond it lies the only certain route by which you can gain access to the higher levels of this dread citadel.

If you wish to pass through the shimmering archway, turn to 52.

If you decide to search for an alternative way of reaching the upper levels of the Crystal Spire, turn to 158.

18

You leave the Ixian ship and go in search of Captain Lanza. You find him with his men by the watchtower — they are building a bonfire out of rags and broken bones. A toothless sergeant empties a gallon of skark oil onto the heap and a burning torch sets the whole thing ablaze.

You stride over to Lanza and slap him heartily on the back. ‘Well fought, captain. You and your men have brought honour to Lencia this day.’

Captain Lanza greets your compliment with a sombre face. ‘Nay, sire,’ he says, sadly. ‘ 'Tis the enemy who've won. The ice-boat is sunk and we cannot sail you to Ixia.’

‘We can use the enemy ship, Captain,’ you reply. ‘It is perfect for the task. All I need of you are some provisions and a crew.’

Lanza's face brightens. He orders his men to prepare the Ixian ship and within the hour you are ready to set sail.

‘May the gods watch over you, Grand Master,’ says Prarg, as you bid him and Lanza farewell.

‘Do not fear,’ you reply. ‘I shall soon return.’

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 332.

If it is 5–9, turn to 224.

19

Using the Magnakai Discipline of Nexus, you focus on the hole and attempt to will the lock to disengage itself.

Pick a number from the Random Number Table. For every level of Kai Mastery you have attained above that of Sun Knight, add 1 to the number you have picked.

If your total is now 7 or less, turn to 65.

If it is 8 or more, turn to 143.

20

The moment you project the correct number at the lockplate, the entire portal begins to shimmer and lose its solidity.[5] It becomes transparent and then fades completely, as if evaporating into thin air. With a smile of satisfaction on your lips at having solved the riddle, you step through the now open archway and into an adjoining hall.

This vaulted, oblong-shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber. Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall. You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as any lightning storm raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceiling — there is a gap, a little over two feet wide above them.

If you possess Kai-alchemy and wish to use it, turn to 136.

If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, turn to 297.

If you decide to throw caution to the wind and run between the pillars, turn to 211.

[5] This is the correct answer to the ancient, green crystal lock in Section 213.

21

You are within a few dozen yards of the shoreline when you feel the body of a massive underwater creature come surging past. Battered by its swell, you fumble desperately to unsheathe your weapon as this fearsome monster circles around and comes powering through the dark water for a second attack.

Ixian Gybia: COMBAT SKILL 45   ENDURANCE 58

Reduce your COMBAT SKILL by 4 points for the duration of this underwater combat, due to the lack of oxygen.

You may attempt to evade combat after four rounds by turning to 138.

If you win the fight, turn to 68.

22

It is in the thirtieth hour of your air voyage that the Skyrider's eagle-eyed lookout catches his first glimpse of Vadera. Word spreads quickly and a hubbub of excitement grips the dwarven crew as the flying ship draws ever closer to the fortified walls and turrets of the great northern Lencian port.

Skilfully Bo'sun Nolrim lands the Skyrider on the paved courtyard in front of the Vadera Citadel, which has been cleared of crowds in expectation of your arrival. Awaiting you is a party of stern-faced Vadera officials who, with a minimum of fuss, escort you and Banedon directly to the court of King Sarnac.

‘We are honoured to welcome you once again to our city, Grand Master,’ says the silver-haired King. ‘My only regret is the reason for your visit. I'd have hoped our meeting would have been in less ominous circumstances.’

Formally you acknowledge the King's greeting; then you turn to face the elderly man who is standing beside the King's throne. You recognized him as soon as you entered the King's chamber — he is Lord Ardan, an Elder Magi from Dessi, one of Lord Rimoah's countrymen.

‘Well met, my Lord,’ you say, and Ardan returns your greeting with a smile. Sadly, his smile soon fades when he says: ‘No doubt your able companion, Guildmaster Banedon, has told you of the rise of evil in Ixia. Dire news indeed, Grand Master, for it threatens our very existence, most especially the existence of our Lencian friends. If the Deathlord's power is allowed to grow unchecked, Lencia will be the first Freeland state to suffer his wrath.’

‘I pledge to do all in my power to prevent such an outcome, my lord,’ you reply earnestly.

‘We have every faith in you, Lone Wolf,’ says King Sarnac, ‘and we shall help you accomplish your mission in whatever way we can.’ He signals to one of his silver-armoured bodyguards and the soldier leaves the chamber. He returns shortly in the company of another man, clad in the court uniform of a Guard Captain.

If you took part in the Battle of Cetza or have visited the city of Darke in any previous Lone Wolf adventures,[6] turn to 305.

If you did not, turn to 129.

[6] If you have not visited the city of Darke, only turn to Section 305 if you met Captain Prarg at the Battle of Cetza.

23

You utter a prayer to the Goddess Ishir to watch over your soul as you get ready to engage the attacking skeletal warriors.

Ixian Undead: COMBAT SKILL 46   ENDURANCE 55

You cannot evade this combat and must fight to the finish.[7]

If you win the combat, turn to 152.

[7] In view of Banedon's comments in Section 339, it would seem that you should not use the Sommerswerd in this combat.

24

You sense that the wisps of black smoke are a manifestation of several evil beings, each possessed of a strong psychic presence. Fearing attack, you quickly draw upon your Magnakai Discipline of Psi-screen to construct a defensive wall to protect yourself from the possibility of psychic assault. It is a wise precaution, but one that proves ineffective against these powerful entities.

Moments after your psychic wall is in place, the wisps streak across the chamber and encircle your body. They accelerate to a dizzying speed before launching a massive wave of psychic energy at your mind. This tidal wave batters your Psi-screen and leaves you trembling with psychic shock: lose 8 ENDURANCE points.

Illustration II—Six large, spindly-limbed black insectoids, each with a ghoulish head …

As your shocked senses slowly return to normal, you see that the wisps of smoke have now solidified into six bodily forms. They have taken the appearance of large, spindly-limbed, black insectoids, each with a ghoulish head from which composite eyes stare at you with evil intent. Chittering excitedly, the six creatures come stalking forwards, hungry for the kill.

If you wish to attempt to evade these hideous insectoids, turn to 98.

If you have a Bow and wish to use it, turn to 244.

If you choose not to evade them or make use of a Bow, turn instead to 115.

25

You shrug aside the warnings of your Sixth Sense, assuming incorrectly that they relate to the danger posed to your safety by the advancing skeletal warriors. Unfortunately, you make a costly mistake. As your hand closes around the silvery rod, it discharges a second blast of energy which hits you squarely in the stomach and lifts you bodily off the floor with the numbing force of its impact: lose 10 ENDURANCE points.

If you survive this severe wounding, turn to 306.

26

You crouch down amongst the foul-smelling debris which litters the floor of the hold, watching with bated breath as a dozen undead warriors enter by the stairs and begin a systematic search. Your Kai camouflage skills make you virtually invisible to the eye, but these undead Drakkarim no longer have eyes — they are using powerful psychic probes in an effort to locate you.

If you possess Kai-screen and have reached the rank of Kai Grand Guardian or higher, turn to 267.

If you do not possess this skill or have yet to reach this level of Kai Mastery, turn to 2.

27

You reach down into the mire and unsheathe your weapon, but it has only just cleared the scabbard when a terrible pain knifes through your lower right leg. The unseen pit-beast has clamped its powerful jaws around your calf and is attempting to drag you below the surface of the bog. Desperately you stab blindly with your weapon at the creature's head in an attempt to cut yourself free from its vice-tight grip.

Suggaz: COMBAT SKILL 40   ENDURANCE 44

If you win this fight, turn to 67.

28

As the evil yellow eyes of the creature slowly draw closer, you are suddenly engulfed by a fetid corpse-like stench which makes you retch and recoil.

If you possess the Sommerswerd and wish to use it in your defence, turn to 219.

If you do not possess this Special Item or choose not to use it, turn to 89.

29

Using your advanced knowledge of Brotherhood magic, you recite the words of the spell Slow Fall and step into the gaping hole. Easily you glide down through the dust-choked air to land on the floor of the hall, fifty feet below.

Turn to 62.

30

Using your Kai camouflage skills to minimize the risk of being seen, you climb down from the viewing platform and grab hold of a steel hawser which is securing the stern of the alien submarine to the jetty. Slowly you make your way along this great steel rope until you reach the jetty, where hurriedly you take cover among a stack of wooden crates and barrels. The jetty is teeming with undead soldiers who, under the direction of some spindly, black-clad creatures, are busily transferring materials to and from the open mouth of the submarine. Getting past them in order to reach the shore looks, at first sight, a near-impossible task. You are contemplating a swim to the shoreline, when suddenly you notice a means by which you could achieve your goal without getting wet.

Turn to 207.

31

You raise your weapon as the first of the Drakkarim undead come within arm's reach. Then, with frightening speed, they leap upon you from all sides.

Undead Drakkarim Search Party: COMBAT SKILL 40   ENDURANCE 40

These beings are sensitive to all forms of psychic attack; double all normal bonuses.

If you win the fight, turn to 324.

32

The bodies of the ghastly creatures undergo a swift and gruesome transformation upon the instant you deal them the coup de grâce. Their torsos implode with dramatic effect, and they barely have time to cry out in agony as their twisted remains hit the floor and crumble to dust.

You sheathe your weapon and step away from the foul-smelling mounds of dust. Then you hurry out of this black-floored chamber by a short passage which leads into an adjoining hall. This vaulted, oblong shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber. Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall.

You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as the lightning storm which is raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceiling — there is a gap, a little over two feet wide above them.

If you possess Kai-alchemy and wish to use it, turn to 136.

If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, turn to 297.

If you decide to throw caution to the wind and run between the pillars, turn to 211.

33

The moment you smite Tagazin with your single, devastating blow, his body shatters into a million frozen pieces which cascade to the ground like an opaque crystal waterfall. You step back from his smashed and scattered remains, and glance skywards in time to see the second wave of Lavas come screaming out of the clouds. The sight makes you start and you take to your heels. You sprint the remaining few yards towards the Shadow Gate, and before the leading Lavas can block your escape, you dive headlong into its spinning core.

Turn to 200.

34

You drag the bony bodies of the two undead Drakkarim guards into the chamber and close the door before continuing your exploration. You proceed warily, moving like a shadow through a series of dingy, ice-caked corridors that wend their way deeper into the bowels of this vast alien vessel. You encounter a confusing maze of empty holds where the walls are braced with gleaming crystal girders, and pass through countless low-ceilinged chambers that despite the biting chill, reek of death and decay. Eventually you come to a junction where the narrow corridor splits in two directions.

If you wish to take the left branch of this corridor, turn to 106.

If you decide to take the right branch, turn to 292.

35

The hideous creatures howl with glee as they fall upon you, like starving vultures descending upon a corpse.

3 Cabalah: COMBAT SKILL 53   ENDURANCE 54

These undead creatures are immune to Mindblast, Psi-surge, and Kai-surge.

You may evade this combat after four rounds by turning to 41.

If you win the fight and you used the Sommerswerd, turn to 173.

If you win the fight without using the Sommerswerd, turn to 293.

36

Quickly you make your way across the hall, zigzagging to dodge pillars, chunks of stone, and the many bodies of Ixiataaga's former undead slave-warriors which are raining down from the shattered stairwell above. Assisted by your Kai Disciplines, eventually you reach the lowest level of the Crystal Spire where the entrance hall and grand arch open out into the city. You are racing through a torrent of crystal dust towards the grand arch, the main exit, when a massive shock wave shakes the entire edifice. You are within seconds of escaping when, to your horror, you see the walls buckle and the grand arch begin to collapse.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 14 or less, deduct 1 from the number you have picked. If you ENDURANCE score is 24 or higher, add 1.

If your total is now 3 or lower, turn to 316.

If it is 4 or higher, turn to 193.

37

The moment you slay the second wave of undead, a third wave presses forward. They clamber awkwardly over the heaped bodies of those you have destroyed, their bony hands brandishing rusty blades and their eyes burning with a cold, devilish fire.

Seizing your only chance, you retreat from this onrushing horde and evade them by descending a stair which leads down into the ship's hold. Above, you can hear the frenzied shouts of the Lencian crewmen as they are engaged by the undead Drakkarim in fierce hand-to-hand combat. Then the clatter of steel-shod boots on the steps alerts you to the fact that the Drakkarim have not given up the chase. As they begin to descend, you quickly scan the gloomy hold for a place to hide.

If you possess Assimilance, turn to 208.

If you do not possess this skill, turn to 26.

38

You have taken only a few dozen steps in pursuit of the sickly Demonlord and his golden-winged escorts, when your presence is betrayed by the aura of goodly light your body is radiating whilst on this plane of existence. A wave of alarm spreads through the escorts when they detect your aura, and many of them take to the sky. Directed by a vengeful Tagazin, they circle around you and come diving down to attack you with beak and claw.

Lavas: COMBAT SKILL 52   ENDURANCE 52

If you win this combat, turn to 105.

39

Drawing on your Kai Mastery, you focus on the encroaching mist and detect strange movements in the ultraviolet spectrum of light. You cannot discern exactly what is moving out there, but you are certain of one thing: it is evil and it is drawing ever closer to Fort Azgad.

You warn Captain Lanza and at first he does not believe you. He chuckles, saying that it is not uncommon for new arrivals to imagine they have seen all manner of spectres in the sea mists which swirl around the fort. But then a loud, discordant bell rings out from above, and Lanza's face is transfixed with shock.

‘By the gods!’ he splutters. ‘It's the alarm bell — we're under attack!’

Turn to 181.

40

At the instant you strike Tagazin the killing blow, his body shatters into a million frozen pieces which cascade to the ground. The spiked helm drops on top of his pile of smashed remains, crowning them, as if it were a marker fashioned for the Demonlord's grave.

You look skywards to see the second wave of Lavas wheeling away in shocked disarray. They are visibly stunned by your unexpected victory and they flee to the safety of the clouds, fearful of tempting the fate that has befallen Tagazin.

If you possess the Sommerswerd, turn to 164.

If you do not possess this Special Item, turn to 128.

41

You dive over a low wall and roll across a mound of ancient rubble in order to break free from the fight. As you spring to your feet and sprint away, you draw on your Magnakai skills of camouflage and psychic defence to increase your chances of a successful escape. It is a wise move; the Cabalah give chase but they soon lose your trail as you make your way deeper into the ruins of Xaagon.

Turn to 270.

42

You leap over the gunwale, through a blinding wall of flame, and hit the sea feet-first. The frigid water is shockingly cold, but your Magnakai Discipline of Nexus protects you from its numbing chill and you are able to surface quickly. Burning chunks of timber and sailcloth rain down all around as you strike out towards a flight of stone steps that rise out of the sea to the top of the quay.

Unfortunately, your escape from the blazing ice-boat does not go unnoticed. Upon reaching the steps you are met by a dozen skeletal warriors who are determined to slay you before you can haul yourself out of the icy water.

Ixian Undead: COMBAT SKILL 41   ENDURANCE 46

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast. Also, because you are still in the icy water, you must reduce your COMBAT SKILL by 5 for the duration of this combat.

If you win this fight, turn to 109.

43

You draw your weapon and lash out with blinding speed, striking dozens of blows in a matter of seconds, in order to save yourself from these chittering horrors.

Dentaag: COMBAT SKILL 51   ENDURANCE 38

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the fight, turn to 149.

44

For an hour you trek through a swirling white oblivion of a blizzard, trusting solely to your keen survival instincts to keep you safe from rock falls and hidden crevasses. Yet, despite your skills, it proves to be a difficult and treacherous journey: lose 3 ENDURANCE points.

Gradually, the storm lifts its heavy yoke. Although snow continues to fall, the wind loses its angry intensity, and for the first time since you left the cave mouth, you are able to see more than a mile distant. As you crest an icy ridge, you stop to get your bearings. You look to the south and see the brooding, grey-black waters of the Tozaz Sea lapping at the ice-locked Ixian coastline. To the north and west you are surrounded by unfriendly mountains, and to the east, directly ahead, lies a pass which cuts between two viciously sharp peaks. Beyond the pass you catch your first tantalising glimpse of Xaagon — the city of the Deathlord.

You establish that you are less than three miles from the crystal walls and monstrous towers of Xaagon. You resolve to try to reach the city before the storm resumes but, as you enter the pass, the blizzard returns with malicious vigour. Finding it impossible to continue, you stop and use your Kai skills in order to seek sanctuary from the raging storm.

In this narrow pass you detect only two possibilities for shelter: a cave on the north side, and a circle of fallen rocks a few hundred yards away to the south.

If you wish to take shelter in the cave, turn to 253.

If you choose to seek shelter among the rocks, turn to 197.

45

Tagazin quickly recovers from your psychic attack and launches himself through the air at you, his clawed paws outstretched in readiness to tear your flesh.

Illustration III—Tagazin launches himself through the air, clawed paws outstretched.

Demonlord Tagazin: COMBAT SKILL 55   ENDURANCE 60

Before commencing the combat procedure, reduce your enemy's ENDURANCE points score by the number you have noted in the margin of your Action Chart. You may use Kai-surge again to aid you during this combat. This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If at any time during this fight you reduce Tagazin's ENDURANCE points score to 25 or less, do not continue. Turn instead to 168.

46

The metal door of this cell is sheathed with ice and there is no visible means of opening it only a hexagonal-shaped keyhole. You crouch down, so that your face is level with the keyhole; then you form your lips into an O-shape in readiness to utter the battle-spell Power Word you once learned from Lord Rimoah. The instant the spell-thoughts focus in your mind, you project the power-word Gloar! at the keyhole.

Use of this spell so soon after recovering consciousness costs you 2 ENDURANCE points.

Adjust your Action Chart accordingly before turning to 174.

47

You dive and roll over several times to avoid the onrushing bolt of energy. The massive flame-ball passes over your back and explodes through the far wall of the chamber with devastating effect. It tears open a hole in the steel-hard crystal measuring more than ten feet in diameter, and it fills the air with razor-sharp shards. You are peppered in the back by these splinters: lose 3 ENDURANCE points.

As you stagger to your feet, you suddenly see an opportunity to seize the initiative and carry the attack to the Deathlord.

Turn to 12.

48

As you strike down the last of your skeletal foes, you hear Captain Lanza's stirring battle-cry ring out above the noise of the fighting: ‘For Lencia and the House of Sarnac!’ Despite the odds, he and his men have beaten back the enemy and are now within a stone's throw of the quay. You rush to the end of the street and join them at a small flagstoned square, close to the harbour wall.

‘Captain — we must save the ice-boat!’ you shout, pointing to the ship which is being attacked by the skeleton horde. ‘Indeed we must,’ he replies, dourly. He orders a handful of his men to form a protective wall around you and, the moment their shields lock together, you move with them towards the ice-boat.

Twenty yards from the quayside, you break away from the wall and sprint towards the ship's gangplank. You are halfway along the plank when you find yourself confronted by a wedge of skeletal warriors, armed with crude axes and swords. You leap into their midst, striking them down with blurring speed and deadly accuracy. But as the last one falls, its corpse-like body almost severed at the waist, you hear a noise behind you which makes you spin around in fearful expectation.

Turn to 78.

49

You rely on your natural agility to descend from the top of the pillar. You achieve the task swiftly, yet your continued close proximity to the deadly electrical rays takes its toll: lose 3 ENDURANCE points.

The moment your feet touch the coal-black floor you hurry away towards the shadowy exit, eager to distance yourself from the debilitating power that is arcing between the pillars.

Turn to 300.

50

The instant you twist the key in the lock, a stunning jolt of raw electrical power runs up your arm and across your chest. The sudden pain makes you cry out in shocked surprise and desperately you attempt to let go of the key. But it is no use — the current holds you firmly in its agonizing grip: lose 4 ENDURANCE points.

Then you hear approaching footsteps and frantically you redouble your efforts to free your pain-numbed fingers from the electrified key. A troop of a dozen undead warriors appear on the landing and, upon seeing you, they come rushing forwards with swords drawn.

Ixian Undead: COMBAT SKILL 42   ENDURANCE 50

Due to your painful predicament, you must reduce your COMBAT SKILL by 8 points for the duration of this combat.[8]

If you win the fight, turn to 103.

[8] In view of Banedon's comments in Section 339, it would seem that you should not use the Sommerswerd in this combat.

51

You take over control of the helm and send a man forward to the bow with instructions to keep his eyes on the ship's waterline. The vast bulk of any iceberg lies hidden beneath the surface and you are fearful that collision with a submerged ridge could rip the hull wide open. Guided by the man's shouted directions, and your own Magnakai skills, you steer the ship cautiously into a passage which is overshadowed on either side by two monstrous mountains of ice.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you picked.

If your total score is now 5 or less, turn to 144.

If it is 6–8, turn to 255.

If it is 9 or higher, turn to 97.

52

The moment you step into the light, a wave of acute pain washes through your body as the curtain of shimmering radiance swallows you up. You writhe in agony as gravity releases its hold on your body, and you feel yourself begin to rise: lose 10 ENDURANCE points.

You are on the threshold of unconsciousness when suddenly the light fades and you find yourself kneeling on a floor of black crystal, staring at the reflection of your pain-wracked face in its highly-polished surface. Wearily you raise your aching head and see, to your horror, a trio of undead creatures scurrying towards you from an open archway. They have barbed tridents clasped in their corpse-green hands, held raised in readiness to pin you to the floor.

If you possess a Bow and wish to use it, turn to 287.

If you possess Kai-surge and wish to use it, turn to 96.

If you cannot, or if you choose not to use either of the above, then turn to 64.

53

You cast the Brotherhood Spell Strength upon yourself and, within seconds, your body surges with newfound energy. You increase your pace until you are running at three times your previous speed. Within a matter of seconds you close upon Tagazin, your weapon drawn in preparation to strike at him as you pass by, but the Demonlord sees you gaining on him and he stops to block your path. He is weaker than before, but he has lost none of his devilish cunning.

As you come to within striking distance, suddenly he leaps at your chest and brings you crashing to the loamy ground.

Demonlord Tagazin (injured): COMBAT SKILL 45   ENDURANCE 45

This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

Conduct this combat for two rounds only.

If Tagazin is killed outright during either of these rounds, turn to 252.

If not, turn to 218.

54

As you reach out your hand towards the silvery rod, you suddenly hesitate — your Kai Sixth Sense is warning you of imminent danger.

If you possess the Grand Master Discipline of Telegnosis, turn to 262.

If you do not possess this Discipline, turn to 25.

55

You hurl yourself to the floor to avoid the onrushing bolt of energy, but your reactions are too slow. It catches you in the back and an explosion of white-hot fire obliterates your senses. In this terrifying instant, the light that is your life is snuffed out.

Tragically, you have fallen victim to the power of the Deathstaff. Your life and your quest end here in the Crystal Spire of Ixia.

56

As you hurry away from the cave mouth, you look back over your shoulder to see the Ixian Mhagani illuminated momentarily by a flash of lightning. It fills the entrance to the cave, and it is howling with glee at having successfully defended its evil-smelling lair.

Denied shelter in the cave, you return to the bottom of the pass and seek cover among the circle of rocks which lie embedded in the ice on the southern face. When you are within a few dozen yards of the circle, you hear a deafening crack! which sets your pulse racing. With that split-second warning, a huge expanse of rock and ice breaks away from the slopes above and swiftly transforms itself into a thundering avalanche. Wide-eyed with horror, you watch as a million tons of ice, snow, and shale comes rumbling down the mountainside towards you.

Galvanized into action, you turn and run from this deadly white wall of destruction. It is almost upon you when you see a low shelf of rock near the base of the pass, and desperately you dive for cover beneath it.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Grand Nexus, you may add another 2.

If your total score is now 5 or lower, turn to 99.

If it is 6–9, turn to 231.

If it is 10 or higher, turn to 104.

57

Banedon tosses the box back onto the cluttered shelf and continues with his briefing. Having satisfied himself that you have adequate protection, he turns his attention to your weapons.

‘It concerns me greatly that so little is known of Xaagon — the Deathlord's city. There is no way of knowing what unholy breed of creature awaits you there. It seems that you can be confident of only one thing, Lone Wolf: whoever or whatever inhabits that dreadful place will surely be hostile to your presence. If you are to defeat the Deathlord of Ixia and his minions, you will need a weapon of exceptional power — a weapon capable of destroying that which is already dead.’

If you possess the Sommerswerd, turn to 339.

If you do not possess this Special Item, turn to 220.

58

You leap among the mass of advancing undead with renewed vigour, chopping and hewing at their decaying bodies until barely a handful remain to confront you. Grudgingly they yield ground. You snarl at them, defiantly cursing the power which makes them live beyond the grave, and they pull back a few yards more as if to catch their breath before launching their next assault.

You glance over your shoulder to see how the Lencian crew are faring but your eye is distracted by something glinting brightly in the dull light. It is a key, hanging from a chain strung around the neck of a slain undead warrior. You stoop to snatch up this key and, as your hand closes around its jade-green stem, you sense that it has magical properties. (If you wish to keep this Onyx Key, record it as a Special Item which you keep in the pocket of your tunic.)

Moments later the undead renew their attack, clambering awkwardly over the heaped bodies of those you have destroyed, their eyes burning with cold fire. You retreat from this relentless enemy and evade them by descending a stair which leads down into the ship's hold. Above, you can hear the frenzied shouts of the Lencian crewmen as they are engaged by the undead Drakkarim in fierce hand-to-hand combat. Then you hear something else — the clatter of steel-shod boots on the steps, alerting you to the fact that your foes have not given up the chase. As they begin to descend, you quickly scan the gloomy hold for a place to hide.

If you possess Assimilance, turn to 208.

If you do not possess this skill, turn to 26.

59

With a jolt that leaves you gasping for breath, you hit the gluey surface of a stinking subterranean bog and sink in up to your neck. In the eerie half-light you can see the chaos horde above you, clustered around the edge of the square opening through which you fell. They are like excited spectators at a pit fight waiting for combat to begin.

Suddenly you sense movement in the slime — something is brushing past your left thigh. You struggle to move but, in doing so, you cause your body to sink deeper into the mire.

If you possess Telegnosis and have reached the rank of Sun Lord or higher, turn to 15.

If you possess Kai-alchemy and wish to use it, turn to 176.

If you possess Animal Mastery and wish to use it, turn to 337.

If you cannot, or choose not to use any of the above Disciplines, turn instead to 27.

60

The creatures utter a chilling sound that resembles mocking laughter. Then, from pockets inside their tattered black robes, they draw silvery rods which they level menacingly at your head. Quickly you dive for cover as a trio of crackling bolts come arcing through the snowy air towards your face.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 3 or lower, turn to 319.

If it is 4–7, turn to 187.

If it is 8 or higher, turn to 91.

61

Using the Brotherhood Spell Sense Evil you focus on the encroaching mist and detect a strange presence. You cannot discern exactly what is moving out there, but you are certain of one thing: it is evil and it is drawing ever closer to Fort Azgad.

You warn Captain Lanza and at first he does not believe you. He chuckles, saying that it is not uncommon for new arrivals to imagine they have seen all manner of spectres in the sea mists which swirl around the fort. But then a loud, discordant bell rings out from above, and Lanza's face is transfixed with shock.

‘By the gods!’ he splutters. ‘It's the alarm bell — we're under attack!’

Turn to 181.

62

You hurry across the chamber, zigzagging to dodge pillars, chunks of stone, and the many bodies of Ixiataaga's former undead slave-warriors which are raining down from the upper levels of the Crystal Spire. Aided by your Kai Mastery, eventually you reach the lowest level of the spire where the entrance hall and grand arch open out into the city. You are racing through a torrent of crystal dust towards the grand arch, the main exit, when a massive shock wave runs through the entire building. You are within seconds of escaping when, to your horror, you see the walls buckle and the grand arch begin to collapse.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 10 or less, deduct 1 from the number you have picked. If your ENDURANCE score is 20 or higher, add 1.

If your total is now 3 or lower, turn to 316.

If it is 4 or higher, turn to 193.

63

You leap over the broken bodies of the Drakkarim guards and rush to the door. To your relief you discover it to be unlocked, and when you push upon the surface of this great grey slab of metal, it creaks open to reveal your weapons and equipment stacked haphazardly upon a stone table in the middle of a small chamber.

Carefully you check your belongings and discover that they are mostly intact. However, all of your Gold Crowns, plus two items from your Backpack are missing. Erase all of the Gold Crowns from your Action Chart, and cross off the first two items recorded on your list of Backpack Items.

If you wish to stay and search this chamber further, turn to 204.

If you choose to leave the chamber, turn to 34.

64

The trio of ghastly creatures press home their attack with fearful speed and purpose. You look around for some means of evading them, but there appears to be only one way: the shimmering curtain of light you saw before you arrived here. The painful memory of your passage through it makes you abandon this idea at once.

If you possess the Sommerswerd and wish to use it, turn to 238.

If you do not possess this Special Item or choose not to use it, turn instead to 125.

65

Your attempt at opening the lock using only your Magnakai skill of Nexus proves to be a fatal mistake. Inadvertently, you activate a powerful necromantic spell of protection placed upon the lock by Deathlord Ixiataaga himself. You see a flash of white light as, in an instant, a surge of radiant energy comes shooting from the hole to hit you squarely in the face. Pain engulfs your mind, followed by an explosion of white-hot fire which obliterates your senses. Then, in a terrifying instant, the light that is your life is snuffed out.

Tragically, you have fallen victim to one of the Deathlord's spells. Your life and your quest end here.

66

You throw out your arms in a desperate attempt to arrest your fall, but it does you no good. You hit the sea face-first and slam your head and left shoulder against a ridge of solid ice that lies submerged just a few inches below the slushy surface: lose 6 ENDURANCE points.

The frigid water is shockingly cold but you are oblivious to its numbing chill. Your Magnakai skill of Nexus, and the concussion which you have sustained due to the fall, account for that. Stunned and helpless, it is only the speedy action of the crew which saves you from being crushed between the hull of the ship and the harsh, unyielding ice. With a noose of oiled rope, a couple of crewmen swiftly retrieve you from the sea and haul you back onto the deck. Dazed but undaunted, you free yourself from the rope and scramble back to the prow.

‘Hard a'port!’ you yell, waving frantically to the helmsman. He responds immediately, and within a few minutes the ship is free of the ice-bank and safe in deep water.

Some of the crew, clearly terrified by the collision and the subsequent sight of you falling overboard, are cowering along the ship's rail like frightened puppies. They stare up at the encroaching walls of ice, their eyes full of fear as they pray feverishly to the Goddess Ishir to save their souls. Then, almost without any warning, the snowy wind abates and the ship emerges from the iceberg fjord into the open waters of the Tozaz Sea. As one, the crew give a hearty cheer, relieved that their ordeal has at last come to an end. One man pulls the cork from a bottle of black rum which he has been keeping for a special occasion. He takes a mighty swig, and then hands the frosted bottle to you. Just as you are about to take a swallow, unexpectedly you hear the helmsman's voice echoing along the deck: ‘Ship ahoy!’

Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.

Turn to 195.

67

Trusting solely to your natural climbing ability, you use what little purchase you can find in the wall of the pit to assist your difficult climb back to the top. The snickering horde of Chaos-creatures watch your ascent with eager anticipation. When you are within a few feet of the top, you unsheathe your weapon and get ready to fight your way out of the shaft one-handed.

Illustration IV—The chaos creatures watch your ascent eagerly.

Chaos-horde: COMBAT SKILL 46   ENDURANCE 46

Unless you have attained the Kai rank of Sun Lord, you must reduce your COMBAT SKILL by 4 for the duration of this combat, due to your disadvantageous position. Unless you have Grand Weaponmastery and are a Sun Knight or higher, you may not use a two-handed weapon (i.e. Broadsword, Quarterstaff, or Spear) for this combat.

If you win the combat, turn to 82.

68

As you strike a killing blow deep into the Gybia's frightful maw, it gives vent to a deafening cry. For a few moments it thrashes wildly; then, amidst a cloud of its vile green blood, it sinks slowly to the bottom of the lake.

Aching mentally and physically from the fatigue of your underwater combat, you swim towards the shallows and stagger out of the icy water. Some boulders, which lie embedded along the shore, offer you a hiding place while you recover your strength. As your vitality returns, you find to your dismay that during your fight with the Gybia you lost all but three items from your Backpack.

Erase all of your Backpack Items with the exception of those which you have recorded in spaces 4, 5, and 6 on your Backpack Items list.

To continue, turn to 304.

69

At the end of the hallway you arrive at a flight of metal stairs which ascend to a heavy, bronze-banded door. This sealed door appears to be a recent addition to the vessel; it is secured by a curious combination lock which you recognize to be Drakkarim in design.

The lock comprises three raised blocks, each of which is divided into four equal squares. In each square, except one, there is a number. You have encountered this type of lock before and are aware that by tapping the empty square a correct number of times, you will cause the lock to disengage and the door to open.

Consider the grid of numbers. When you think you have determined the missing number, turn to the entry that is the same number as your answer.[9]

If your answer is incorrect, or if you cannot solve this lock puzzle, turn to 139.

[9] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 139.

70

The moment you deal the Ziog the coup de grâce it collapses to the deck and crumbles like ancient parchment. An inhuman cry arises from the skeleton horde that is grouped on the quay. They come charging down the gangplank towards you, as if hungry for vengeance. You strike the plank a mighty blow, splitting the timber cleanly in two. Both sections collapse, dumping the onrushing skeletons unceremoniously into the harbour's freezing water.

If you now wish to examine the Ziog's remains, turn to 88.

If you do not wish to approach the Ziog's body, turn to 329.

71

Cautiously you peer into the tiny opening at the base of the arch and realize that what you are looking into is a keyhole.

If you possess Grand Nexus and wish to use it, turn to 175.

If you do not possess this Discipline, or if you choose not to use it, turn to 19.

72

You dive aside from the onrushing Demonlord but your reactions are too slow to avoid being hit. He catches you with the tip of his spiked helm and you feel an agonizing pain shoot through your body. Then an explosion of white-hot fire obliterates your senses, and in a terrifying instant, the light that is your life is snuffed out.

Tragically, you have fallen victim to a helm of power, forged and fashioned by the Dark God Naar himself. Sadly your life and your quest end here on the Plane of Darkness.

73

You advance cautiously along the ice-slick decking towards the high curving prow of this alien vessel. Strange and intricate carvings decorate every inch of its coal-black timbers, and runic symbols embellish the metal plates which sheathe the hull forward of the mainmast. Calling upon your Kai senses, you determine that this vessel was not constructed by the unhuman creatures who crewed it, but that it is an ancient ship, built and crafted by a race of mariners who have long since disappeared into the mists of time. Closer examination of the timbers reveals it to be more than eleven thousand years old.

An open hatch at the bow leads down into a gloomy hold where you discover a tangle of rotten rags and rusty weapons. Among this debris you find a Stone Bowl, a Crystal Tiara, and a Coil of Oiled Rope. (If you wish to keep any of these Backpack Items, remember to adjust your Action Chart accordingly.)

You are about to venture deeper into the hold when suddenly you hear Prarg's voice — he is calling for you to come to the stern.

Turn to 271.

74

You unsheathe your weapon and carefully work its tip under the lip of the lockplate in an attempt to prise it open. It is a difficult and delicate procedure, made all the more unnerving by the sound of marching footsteps in the dark distance behind you: lose 2 ENDURANCE points.

After several fretful minutes you succeed in lifting off the covering plate, but doing so does not release the lock: the door is still firmly shut. In order to open it you must manually disengage the locking mechanism.

Bulkhead Door: COMBAT SKILL 40   ENDURANCE 50

Conduct a combat in the usual manner. Any ENDURANCE points lost by yourself result from fatigue at having to pick the lock with your bare hands.

When you have reduced the door's ENDURANCE total to zero or below, turn to 327.

75

You raise your weapon and leap forward to strike a preemptive blow at the advancing Demonlord. The force of your strike would have decapitated any normal creature made of flesh and blood, but Tagazin is no such creature. A splash of bluish-white sparks explode at the point of impact and, to your horror, your weapon disintegrates to dust in your hand (delete this Weapon from your Weapons List).

Snickering evilly, the Demonlord springs forward to rake you with his razor-sharp claws.

Pick a number from the Random Number Table. Now, unless you possess the Discipline of Deliverance, double the number you have chosen (in this instance, 0 = 10). The resultant total equals the number of ENDURANCE points lost by you in this deadly attack.

If you survive Tagazin's initial attack, make the appropriate changes to your ENDURANCE points score and turn to 183.

76

Hurriedly you extricate yourself from the fighting and take cover in the doorway of a nearby hut. The heavy wooden door is hanging off its hinges, and you can tell from the number of sacks, barrels, and boxes that are stacked inside that this hut is a food store. Through a window on the far side of the hut, you see the Lencian ice-boat. A score of undead have clambered aboard the vessel and it is clear by their actions that they intend to destroy and sink it.

Determined to put a stop to their plan, you race into the hut, squeeze yourself through its solitary window, and then run headlong towards the stricken ship. You are halfway along the gangplank when you find yourself confronted by a wedge of skeletal warriors, each armed with a crude axe or sword. You leap into their midst, striking them down with blurring speed and deadly accuracy. But, as the last one falls, its corpse-like body almost severed at the waist, you hear a noise behind you which makes you spin around in fearful expectation.

Turn to 78.

77

You raise the Power Spike and a halo of silvery flame engulfs the tip, flaring with such brilliance that Deathlord Ixiataaga is momentarily blinded by its intensity. He shrieks, and raises the Deathstaff defensively to ward off your first blow. As the tip of the Power Spike bites deep into the haft of Ixiataaga's fell weapon, a hissing mass of crimson and white sparks explode into the air. These fiery motes are immediately sucked into the vortex of the Shadow Gate, which has now begun to whirl with alarming intensity.

The Deathlord reels from the force of the impact, but he recovers swiftly and slashes with the sharp tip of the Deathstaff at your face. You duck the blow, but you sense that this is only the opening exchange in what will surely be a titanic fight to the finish.

Illustration V—Deathlord Ixiataaga slashes at your face with the Deathstaff.

Deathlord Ixiataaga (with Deathstaff — uncharged): COMBAT SKILL 60   ENDURANCE 39

This supernatural being is immune to all forms of psychic attack, except Kai-surge and Kai-blast. The Power Spike is a magical Dagger.

If you win the combat, turn to 290.

78

Standing on the quayside, close to the gangplank, is a ghastly creature which exudes the cloying stench of death and decay. It towers over you by more than an arm's length, and its long spindly limbs are covered with grey-white fur. From its skull-face bulge three milky-white eyes, set above a lipless maw edged with dozens of barbed fangs. In its claw-like hand it clutches what appears to be a stalactite. It raises this icy rod and a bolt of cold, orange fire leaps from its tip and comes crackling towards your chest.

If you possess the Sommerswerd, turn to 346.

If you do not possess this Special Item, turn to 170.

79

As you land your final blow and dispatch the last of these mouldering foes, you make to leave by the stairs. But you are halted in your tracks when your Sixth Sense warns that more undead are about to descend into the hold at any moment. Cursing your luck, you turn and run towards the stern section where you hide behind the ship's rudder. More undead enter the hold, yet they ignore the broken bodies of those you have just fought and make only a cursory search. As you watch them climbing the stairs you breathe a silent sigh of relief.

Soon the ship becomes deathly quiet and your mind is filled with concern for the Lencian crewmen — your Kai senses detect there are no living beings close by.

If you wish to investigate what is happening up on deck, turn to 186.

If you choose to stay hidden here in the hold, turn to 314.

80

Squatting upon a plinth of stone arising from out of the floor is a huge, sabre-toothed, jackal-like creature with cream-coloured skin. Ice sheens on its muscular body and wisps of black smoke curl from its snuffling snout.

‘Prepare for death, lowly mortal,’ growls this creature, as it steps from the risen plinth. ‘I, Tagazin, am the deliverer of your destruction!’

The unexpected sound of its voice sends a shiver of dread coursing down your spine. Your Kai instincts tell you that this supernatural creature is slave to Ixiataaga — he is the Deathlord's loyal companion. Venom drips from his bared fangs and murder glows darkly from the depths of his nightmarish eyes as slowly he stalks towards you.

Turn to 254.

81

Drawing on your knowledge of Old Kingdom magic, you form your lips into an O-shape in readiness to utter a power-word. The instant the spell-thoughts coalesce in your mind, you project the word at the door's triple combination lockplate.

The concentrated force of the word at such short range twists and buckles the plate, but it does not release the lock: the door is still firmly shut. In order to open it you must prise away the twisted lockplate and manually disengage the locking mechanism.

Bulkhead Door: COMBAT SKILL 30   ENDURANCE 40

Conduct a combat in the usual manner. Any ENDURANCE points lost by yourself result from fatigue at having to pull apart the damaged lock 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.

85

Deftly you sidestep the molten missile and strike a scything blow which removes the creature's skeletal head. From its open throat comes a chilling shriek as its flailing body crashes backwards into the midst of the other undead Drakkarim. Roughly they trample it underfoot in their frenzy to get at you.

If you wish to stand firm and fight these undead foes, turn to 58.

If you choose to evade them, turn to 247.

86

Using your Kai Mastery, you cause the glass dome to rise a few inches from the plinth. Quickly you snatch up the key, taking care not to touch either the plinth or the cover hovering above it; then you will the glass dome to descend slowly to its original position. (Record the Onyx Key on your Action Chart as a Special Item, which you carry in the pocket of your tunic.)

Having obtained the key, you now try it in the door and find that it fits perfectly. You give it a gentle twist, confident that it will unlock this door and allow you entry to whatever lies beyond.

Pick a number from the Random Number Table.

If the number you have picked is 0 or 1, turn to 50.

If it is 2–9, turn to 6.

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.

88

Among the dusty, foul-smelling remains of the Ziog you find a small green gemstone on a platinum chain. If you wish to keep this Green Gem, record it on your Action Chart as a Special Item which you keep in your pocket.

To continue, turn to 329.

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.

90

You spin around to see a circular section of the floor disappearing. At the centre of this gaping hole there arises a plinth on which stands the awesome figure of Deathlord Ixiataaga. Jets of flame encircle his robed form, shooting up from the moat which now separates the plinth from the floor of the chamber.

The cloying stench of decay is overwhelming. As you reel backwards, you see the Deathlord raising the Deathstaff that hums with the terrible power held precariously within its haft. A ghastly laugh issues from his goat-skull face as he levels the evil weapon and directs its tip towards your heart.

If you possess the Sommerswerd, turn to 113.

If you possess the Power Spike, turn to 296.

If you possess neither of these Special Items, turn to 215.

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.

92

Drawing upon your knowledge of Old Kingdom magic, you whisper the words of the spell Invisible Fist and extend your right arm towards the approaching beast. You feel a surge of energy leap from your hand and dart towards its torso, connecting with powerful effect. The ghastly creature shrieks in alarm as it is sent tumbling backwards along the gangplank to crash into a group of skeletal warriors massing on the quayside.

Before the creature can recover, you leap to your feet and deal the gangplank a mighty blow, splitting it cleanly in two. Both sections collapse and splash into the harbour's freezing water. The creature and its skeletal minions can no longer get aboard the ice-boat but the danger has not diminished. The loathsome creature regains its feet; then it turns its icy rod around and points the blunt end at your head. There is a brilliant flash of light and a guttering ball of flame comes speeding from the base of the rod towards your face. Your reflexes save you — you dive for cover behind a tool chest and the fireball whistles over your head to explode into the decking. Howling with anger, the creature launches a second fireball, but this one is not aimed at you — it is targeted at the ice-boat's waterline. You feel the deck shudder and see tongues of fire leaping up all around. They spread with unnatural speed and within seconds you are engulfed by roaring flames.

If you wish to escape from this burning ice-boat by jumping into the harbour, turn to 42.

If you wish to attempt to reach the quayside by swinging from the rigging, turn to 201.

93

You dive and roll across the floor to avoid the onrushing bolt of energy. The massive flame-ball passes over your back and explodes at the far end wall of the chamber with devastating effect. It tears open a great hole in the steel-hard crystal wall, more than ten feet in diameter, and it fills the air with razor-sharp shards. Fortunately, due to your swift reflexes, you suffer only minor injuries: lose 1 ENDURANCE point.

As you spring to your feet, you suddenly see an opportunity to grab the initiative and carry the attack to the Deathlord.

Turn to 108.

94

The narrow passageway leads you to a chamber carved from glittering blue ice. Steps have been chiselled into its translucent north wall, a slippery staircase which ascends to a landing positioned high above the ice-cavern. As you climb the steps, the sub-zero temperature plummets even further, making you shiver involuntarily despite the combined protection of your Platinum Amulet and your Magnakai skills.

After a tiring climb you reach the landing to be greeted by the sight of an unguarded cave mouth. Through this opening you see a bleak and desolate wasteland of rock and ice. A blizzard is raging, whipped up by a fierce electrical storm that blazes above a distant mountain range. The jagged grey peaks are illuminated by the flashes of the storm's ghostly, blue-white fire.

After checking your equipment, you reluctantly leave the cave mouth and set off into the raging blizzard in search of the city of Xaagon.

Turn to 44.

95

The firmness of the mossy ridge makes the going easier as, reluctantly, you trek deeper into the mire. Infrequently you are assailed by small, slimy-skinned horrors which live beneath the mud of this rotting land. They rise up from their evil-smelling lairs and attempt to bite your legs and feet as you pass. All their attempts prove costly and futile; your speedy reactions and your Kai weapon skill makes sure of this.

After an hour or so, you glimpse something through the tangle of trees ahead which makes you stop and stare. At first sight it looks like a huge slab of stone lying on the surface of the swamp, but when you magnify your vision, you see that it is the flat roof of a stone building which is being swallowed very slowly by the mire. You sense that you are gaining on Tagazin and, with weapon drawn, you approach the sinking stone roof.

If you possess Grand Pathsmanship, turn to 229.

If you do not possess mastery of this Discipline, turn to 278.

96

You summon up a ball of psychic energy and project it at the advancing creatures, but at once you sense that your powers are weaker than normal due to the lingering effects of having passed through the shimmering curtain of light. Your mind-missile engulfs them, causing them to falter and fall back, but the effect is short-lived — they quickly recover and press home their attack.

In your weakened state, your use of Kai-surge costs you 2 ENDURANCE points. You cannot evade this combat.

3 Kajarda: COMBAT SKILL 48   ENDURANCE 42

Kajarda are undead. These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you used the Sommerswerd, turn to 238.

If you win this combat in six rounds or less, turn to 32.

If you win the fight in seven rounds or more, turn to 213.

97

You steer the ship slowly along a string of narrow fjords which cut an uncertain route through this treacherous field of icebergs. Your hands, slick with nervous sweat, grip the wheel tightly and inch it back and forth in response to the pilot's frantic signals. It is a gruelling ordeal which takes its toll on all aboard. Every few minutes your vision is obscured by gusts of powdery snow which swirl across the deck, blown down from the tops of the surrounding ice cliffs. During these fierce blasts you often lose sight of the pilot and are forced to rely solely upon your Kai instincts to see you through.

The wind howls incessantly, accompanied by the tortured screech of the hull as it skims and grazes banks of submerged ice. The sounds send shivers of dread coursing down your spine. The crew are also clearly terrified by the noises; they cower beside the ship's rail and stare up at the encroaching walls of ice, mouthing prayers, their eyes haunted with fear.

Then, almost without any warning, the snow-laden wind abates and the ship emerges from the iceberg field into the open waters of the Tozaz Sea. The crew give a hearty cheer, relieved that their icy ordeal has at last come to an end. One man pulls the cork from a bottle of black rum which he has been keeping for a special occasion. He takes a mighty swig, and then passes it to a comrade. Just as the second man is raising the bottle to his lips, you hear unexpectedly the pilot's voice echoing along the deck: ‘Ship ahoy!’

Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.

Turn to 195.

98

You spin on your heel and sprint towards the arched opening by which you entered this chamber, but the insectoids anticipate your action and they move with frightening speed to block your escape. Snickering evilly, they fall upon you from the sides and rear, using their barbed limbs to drag you to the floor.

If you possess a Green Gem, turn to 349.

If you do not possess this Special Item, turn to 237.

99

Before you reach the cover of the ice-shelf, you are caught up in the avalanche and swept away to the bottom of the pass. Buried and crushed beneath the irresistible mass of ice and rock, your death is mercifully swift.

Tragically, your life and your quest end here in the mountains of Ixia.

100

The instant you project the correct number at the lockplate, the entire door begins to shimmer and lose its solidity.[10] It becomes transparent and then it fades completely, as if it has evaporated into thin air. With a smile of satisfaction on your lips at having solved the riddle of the door, you step through the now-open portal and climb a set of stairs which await you beyond.

Turn to 180.

[10] This is the correct answer to the intricate lockplate in the centre of the green crystal door in Section 322.

101

You show Banedon your Korlinium Scabbard and tell him how you came by it. The seemingly plain belt and scabbard were given to you several years ago by Lord Rimoah, for a similar purpose — to conceal the power of the Sommerswerd from the Darklords of Helgedad.

‘I trust it will serve you just as well in Ixia,’ says Banedon, nodding his approval.

Turn to 22.

102

You pull away from the speeding missile but it curves in mid-air and impacts against your forehead. Vibrant flashes of white light instantly obliterate your vision and steely fingers of pain tighten themselves about your throat and chest. The force of impact knocks you clean off your feet — but you do not feel yourself hitting the floor. Instead, you experience a sensation of falling, as if you are twirling and tumbling endlessly backwards into the heart of a white-hot sun.

The pressure around your throat and chest is becoming intolerable. You fight against it, struggling desperately to control the mounting pain. Suddenly the agony melts away as your body succumbs to unconsciousness.

Turn to 171.

103

The moment you destroy the last undead warrior, the agonizing current which holds you captive suddenly disappears. You stagger away from the door, cradling your blistered hand which trails alarming wisps of blue smoke. Gritting your teeth against the pain, you draw on your Kai healing skills to repair the damage to your fingers and arm.

When you have recovered sufficiently to go on, you return to the door to find that it is no longer closed. The lock has opened, although there is now no trace of the Onyx Key (erase this from your Action Chart).

You push open the door carefully and enter a chamber composed entirely of polished black crystal, where you see myriad images of yourself trailing away into infinity within the mirror-smooth walls. At first you see only your own reflections, but when you cast your gaze around this eerie chamber you realize that you are not alone. Standing guard at an open archway are a trio of undead creatures, the like of which you have never encountered before. They are armed with barbed tridents which they hold loosely in their corpse-green hands. Suddenly they become aware of your presence and come scurrying forwards, their tridents raised in readiness to pin you to the wall.

If you possess a Bow and wish to use it, turn to 287.

If you do not, turn to 64.

104

You hit the snow and roll beneath the ice-shelf barely seconds before the leading edge of the avalanche comes roaring down. Tons of rock and ice engulf your shelter, but miraculously it does not collapse under the incredible weight.

When at last the terrible roaring ceases, you count yourself fortunate to still be alive. Buried beneath countless tons of snow, you begin the slow and laborious process of digging yourself out of this icy tomb.

Turn to 179.

105

As you slay the last of these golden-winged horrors, their torn bodies dissolve into a hot, steamy vapour which is carried away on a foul breeze. The few Lavas that remained with Tagazin, having seen what has befallen their comrades, now abandon the Demonlord to his fate. Tagazin curses their apparent cowardice as they take to the air and speed away.

For a moment you stare at the Demonlord and he returns your gaze; his bitter hatred of you burns brightly in his supernatural eyes. Then he turns and drives himself on towards the Shadow Gate. You give chase, determined to stop him, but you slow your pace when suddenly you see a wide rent appearing in the sky high above. Through a tear in the clouds you see a new host of Lavas come swooping down.

If you possess Grand Huntmastery, turn to 272.

If you do not possess this Discipline, turn to 241.

106

The corridor gradually ascends to a high gallery which overlooks a chamber two storeys deep. A dozen undead slaves clad in silvery robes are busy attending to a vast machine constructed of quartz-like crystal and black metal. Through holes in its side they probe and manipulate long glassy rods which reach into the machine's core. From these holes there radiates a brilliant, ghostly light.

If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, turn to 313.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 127.

107

You are making a cursory search of this derelict chamber when suddenly you hear something that makes you reach for your weapon: it is the grating rumble of stone on stone.

From out of a secret panel in the wall to your right come six skeletal warriors, each one brandishing a rust-pitted sword. The leading two move to block the staircase, preventing you from making a speedy escape. The remaining four stalk forwards with evil intent, their eye sockets aglow with sorcerous green fire.

Turn to 23.

108

You see that the Deathstaff is no longer vibrating with power. You sense that Ixiataaga has expended all of its unholy energy in one massive burst, in the hope of destroying you quickly and utterly. It will be several minutes before the Deathstaff recoups its dark powers — you must act swiftly if you are to turn this to your advantage. You raise the Power Spike and shout: ‘For Sommerlund and the Kai!’

Then, with a single mighty leap, you traverse the fiery moat and land on the plinth within an arm's length of the Deathlord's foul form. Your brave and bold action takes Ixiataaga aback, but he quickly recovers and, with unnerving speed, he spins around to counter your attack.

Turn to 77.

109

As the last skeleton warrior falls to your lightning-swift blows, you drag yourself out of the freezing water, across the bony bodies of those you have valiantly defeated, and stumble up the steps to the top of quay. You are met by Captain Lanza and his men, all of whom are clearly amazed that you are still alive.

‘We have this enemy beaten,’ yells Lanza. ‘We've slain more than half their number and the rest have their backs to the sea. Will you help us finish the job, Grand Master?’

‘Gladly,’ you reply. ‘For Kai and Ishir, we'll send them all to meet their unholy maker!’

Turn to 340.

110

You tug the Sommerswerd from its scabbard and a vibrant golden light erupts along the full length of its divinely-crafted blade. For the first time you see clearly the mysterious creature illuminated by the glow of your sword: the sight is 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.

As the goodly light of the Sommerswerd washes over its ghastly face, it ceases to advance and gives vent to a loud gibbering howl of fear. You seize the advantage and strike out at its throat with the tip of the sun-sword.

Ixian Mhagani: COMBAT SKILL 38   ENDURANCE 60

Ignore any ENDURANCE point losses you may sustain during the first two rounds of combat. Also, remember to apply all the appropriate bonuses whilst using the Sommerswerd against this undead enemy.

You may evade the combat at any time after the third round by turning to 56.

If you win the fight, turn to 16.

111

You will yourself to rise once more and slowly you return to the edge of the shaft, but your strength is waning and it is now impossible for you to simultaneously fight and maintain this spell.

‘For Sommerlund and the Kai!’ you shout, and leap among the monstrous Chaos-creatures crowding the stairs, lashing out in a wide arc as your feet touch down on the slimy steps. Gleefully, the unnatural horde close in around you for the kill.

Chaos-horde: COMBAT SKILL 43   ENDURANCE 46

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 263.

112

The metal door is sheathed with ice and there is no handle visible — only a hexagonal-shaped keyhole. You utter the words of the Brotherhood Spell Lightning Hand and point your index finger at this keyhole. A tingling sensation runs along your arm, culminating in a burst of blue-white energy which arcs from your fingertip to the lock.

Use of this spell so soon after recovering consciousness costs you 2 ENDURANCE points.

Adjust your Action Chart accordingly before turning to 174.

113

Abruptly the ghastly laughter ceases, as if the Deathlord has seen something which has shaken his arrogant confidence in his own invincibility. Your senses tell you that it is the Sommerswerd — he has recognized that you possess one of the few weapons capable of destroying him. It is a realization that shocks him to the core.

You move forwards, eager to exploit your advantage, but the Deathlord reacts swiftly. He utters a guttural sound and, in the next instant, a massive bolt of energy shoots from the tip of the Deathstaff and comes speeding towards your chest.

Pick a number from the Random Number Table. For every level of Kai rank you have attained above that of Kai Grand Guardian, add 1 to the number you have picked.

If your total score is now 2 or less, turn to 178.

If it is 3–6, turn to 47.

If it is 7 or more, turn to 280.

114

You pull the firing lever and send the pantard's heavy iron bolt whistling into the midst of the skeletal horde. It rips through their densely-packed ranks, shattering a dozen bodies before disappearing into the ship's decking. For a few moments the horde falter, but they recover quickly and continue to disembark onto the quay.

‘It's no good!’ you shout to Prarg. ‘We'll need more than a pantard to turn back this dark tide.’

‘Look there, Grand Master!’ retorts Prarg. His face is blanched with shock as he points to the ice-boat. The invading undead have begun to swarm aboard the vessel and it is clear by their actions that they intend to destroy and sink it.

‘They must be stopped!’ you cry, as you turn and run to the stairs. ‘Stay here, Prarg, and cover me with the pantard!’

Turn to 310.

115

As the insectoids come to within a body's length of where you stand, suddenly their shiny black shells sprout masses of razor-sharp spines. Then, the leading creature emits a high-pitched screech — it is the signal to attack. As one, the creatures leap into the air and fall upon you from above. Desperately you twist and dodge to avoid being crushed beneath their heavy, spiky bodies.

If you possess the Sommerswerd, turn to 160.

If you do not possess this Special Item, turn to 43.

116

Despite your prayers, your Kai senses tell you that you have indeed been seen by the creature on the jetty. Then you hear something which sends a shiver of fear racing down your spine; it is the dull, muffled noise of an underwater gate being winched open. You suspect that the undead have released a predator into the lake and, a few moments later, your Kai Sixth Sense confirms your fear.

If you wish to turn around and swim back towards the jetty, turn to 348.

If you choose to continue swimming towards the shore, turn to 21.

117

Lanza is a stocky, hard-nosed soldier whose leathery, frost-bitten face bears living testimony to the five years he has spent as commander of this bleak, godforsaken outpost. His posting here had been his punishment for a drunken brawl in a Vadera tavern in which he had killed, albeit in self-defence, the brutish elder son of Haglar, the mayor of the city. At his court-martial he had been allowed to choose his fate — command of the notorious Azgad Island garrison, or death by hanging. Lanza readily admits that there have been times when he has felt that he made the wrong choice.

Lanza's private quarters comprise a sparsely-furnished chamber near the top of the watchtower. You warm yourself in front of an open grate and listen as he and Prarg discuss your onward passage to Ixia aboard the garrison's ice-boat. At length, Lanza voices his fears about recent sightings at sea — strange craft which sail beneath the waves and ships crewed by the living dead. As you listen to his chilling account, you look out through the chamber's slit window at an icy mist which is creeping in from the north. It swirls knee-deep around the watchtower and the harbour wall.

If you possess the Discipline of Grand Huntmastery and have reached the rank of Sun Lord (or higher), turn to 39.

If you possess Kai-alchemy and wish to use it, turn to 61.

If you do not possess these Disciplines or choose not to use them, turn instead to 233.

118

The grim-faced undead conduct a thorough search of the hold, passing many times within inches of where you are hiding, yet they fail to find you. Your Kai Mastery of Assimilance keeps you safe from detection. As you wait patiently for them to leave the hold, your thoughts turn to the Lencian crewmen. The sound of fighting on the deck above has long ceased and you are fearful that the crew may have been slain by these merciless enemies.

If you wish to follow the undead when they leave the hold, turn to 186.

If you choose to stay hidden in the hold, turn to 314.

119

Your chosen passage is wide and deep the whole way, enabling you to navigate a course through the ice-field with ease. Within three hours of entering, you emerge on the far side without a scratch and are able to continue your voyage to Fort Azgad without further delays.

Turn to 350.

120

You emerge into a chamber composed entirely of polished black crystal, where you see myriad reflections of yourself trailing away into infinity within its mirror-smooth walls. You cast your gaze around this eerie chamber and see that you are not alone. Standing guard at an open archway are a trio of undead creatures, the like of which you have never seen before. They are armed with barbed tridents which they hold loosely in their corpse-green hands.

Suddenly they become aware of your presence and come scurrying towards you, their tridents raised in readiness to pin you to the wall.

If you possess a Bow and wish to use it, turn to 287.

If you do not, turn to 64.

121

You utter the words of the Brotherhood Spell Lightning Hand and extend your right hand towards the approaching beast. You feel a surge of energy run down your arm and explode into life at the tip of your index finger. There is a flash and a gout of blue-white energy arcs towards the creature's chest, connecting with powerful effect.

Illustration VII—The ghastly creature comes leaping at you from the gangplank.

At first the ghastly creature shrieks in alarm and reels backwards, but to your horror it quickly recovers and comes leaping at you from the gangplank. It has absorbed the energy of your spell and it is now even stronger than before.

Ziog: COMBAT SKILL 50   ENDURANCE 44

This undead creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 228.

122

As you stare upwards at the monstrous spire, you sense waves of pure evil radiating from its ice-sheathed surfaces. They seem to wax and wane in time with the crimson light which is pulsing from its tip. So strong are these waves of evil that they physically sicken you, yet you find it hard to look away; you are both fascinated and repulsed by them.

Suddenly you realize what it is that you are seeing and feeling: it is the evil power of Deathlord Ixiataaga himself. He is present here, somewhere inside this dread spire.

If you possess Kai-screen, turn to 325.

If you do not possess this Grand Master Discipline, turn to 245.

123

You look into the eyes of the approaching Demonlord and muster all your strength to summon a pulse of psychic energy. The pulse forms a radiant ball of power which speeds across the chamber and slams into Tagazin's mind, making him flinch and falter.

Pick a number from the Random Number Table (count 0 as a 1). Now double the number you have chosen and make a note of the total in the margin of your Action Chart.

To continue, turn to 45.

124

The third wave of undead come staggering across the heaped bodies of their slain confederates. They are led by a skull-faced warrior that clutches a ball of a liquescent, glass-like substance in its mangled hand. You raise your weapon and draw it back in readiness to strike a blow at the creature's ghastly face. It reacts to your move by hurling the glassy ball into the air. Moments later, there is a blinding flash and the ball comes hurtling towards your forehead like a streak of molten light.

Pick a number from the Random Number Table. If you possess either Grand Huntmastery or Grand Pathsmanship, add 1 to the number you have picked. If you possess both of these Grand Master Disciplines, you may add 3.

If your total score is now 6 or less, turn to 102.

If it is 7 or more, turn to 85.

125

You stagger to your feet and unsheathe your weapon only just in time to defend yourself from their lightning-swift attack.

3 Kajarda: COMBAT SKILL 48   ENDURANCE 42

Kajarda are undead. These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win this combat in six rounds or less, turn to 32.

If you win the fight in seven rounds or more, turn to 213.

126

You hit the floor with a terrific jolt which leaves you gasping for breath: lose 3 ENDURANCE points.

If you survive this fall, turn to 36.

127

Fearing detection by the undead attendants, you hurry from this high gallery by means of a sloping tunnel which descends to an empty hallway. All along the left wall of this narrow passage are glassy portholes that are caked with ice and grime. Vigorously you scrape the encrusted filth from one of these circular windows and peer through it. Your curiosity is rewarded by a stunning sight.

Turn to 198.

128

You stare at the spiked helm and a strange sense of purpose forms in your mind. You know that this artefact is wholly Evil, yet you have the curious notion that it could also be put to use in the cause of Good. Your Kai instincts tell you that this helm was forged and fashioned by Naar, the Dark God, and that its power is such that it can destroy most beings, living or dead. It may even be powerful enough to destroy Deathlord Ixiataaga.

You pick up the helm and, with a swift and violent action, you smash it onto the ground. The crystal spike snaps cleanly from the top of the helm and you stow it in your belt. (Record this Special Item on your Action Chart as a Power Spike, which you carry in your belt. If you already carry the maximum number of Special Items permissible, you must discard another in favour of this one.)

Resolutely, you turn and walk towards the Shadow Gate. As you leap into its spinning core, you pray that you will arrive back on Magnamund with time enough to thwart the Deathlord's evil plan.

Turn to 200.

129

You regard the captain with an appraising eye. He is tall, towering more than a dagger's length above the heads of the other court guardsmen. He possesses a proud military bearing, yet his most striking feature is his close-set eyes which sparkle above his hawk-like nose and bushy black moustache.

‘This is Captain Prarg, Grand Master,’ says King Sarnac. The captain bows formally before you.

‘Welcome to Vadera, my lord,’ he says. ‘I am honoured to have been chosen to help your urgent quest.’

Turn to 83.

130

The ghoulish creatures shriek with glee as they fall upon you, like starving vultures upon a corpse.

3 Cabalah: COMBAT SKILL 53   ENDURANCE 54

These undead creatures are immune to Mindblast, Psi-surge, and Kai-surge.

You may evade this combat after four rounds by turning to 41.

If you win the fight, turn to 293.

131

You sense that the wisps of black smoke are a manifestation of several evil beings, each possessed of a strong psychic presence. Fearing attack, you quickly draw upon your Kai Mastery to construct a defensive wall to protect yourself from psychic assault. It is a wise precaution, but one that could prove less than effective against these powerful entities.

Moments after your psychic wall is in place, the wisps streak across the chamber and encircle your body. They accelerate to a dizzying speed before launching a massive wave of psychic energy at your mind.

Pick a number from the Random Number Table. (In this instance, 0 = 10.)

The number which you have picked is equal to the number of ENDURANCE points you lose as a result of this massive psychic assault.

If you survive this attack, turn to 283.

132

You hurtle through the smoke towards the harbour wall, but unfortunately you have mistimed your leap and you miss the quayside by just a few feet. You glance off the wall and tumble head-first into the sea: lose 3 ENDURANCE points.

The frigid water is shockingly cold, but at least your Magnakai Discipline of Nexus protects you from its numbing chill and you are able to surface quickly. Burning chunks of timber and sailcloth rain down all around as you strike out towards a flight of stone steps that rise out of the sea to the top of the quay. However, upon reaching the steps you are met by a dozen skeletal warriors who are determined to slay you before you can haul yourself out of the icy water.

Ixian Undead: COMBAT SKILL 41   ENDURANCE 46

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast. Also, because you are still in the icy water, you must reduce your COMBAT SKILL by 5 for the duration of this combat.

If you win this fight, turn to 109.

133

During your underwater swim, your higher Kai rank and mastery enables you to use the Brotherhood Spell Breathe Water. This magical spell allows you to absorb oxygen from the icy seawater directly into your bloodstream through the pores of your skin, negating the need to surface repeatedly for air.

In just a few minutes you reach the distant shoreline and break through the surface alongside a shallow stone causeway. Atop this causeway is a track, a spur of which branches off towards the tunnel entrance. With only your head visible above the lake, you cling to the causeway stones and wait patiently for a nearby patrol to march past.

Turn to 169.

134

In the tightening confines of this narrow fjord, it proves impossible for you to avoid a collision. With a shuddering crash, the port bow grounds on a submerged ridge of ice and is torn wide open. Within the hour, your ship sinks, leaving you stranded alone on the ice-field.

For three weeks you survive on the ice until, in the middle of one cold and stormy night, with your strength nearing its lowest ebb, you are swept into the sea, never to be seen again.

You can take some comfort in the fact that your incredible courage brought about the defeat of the evil Deathlord, saving untold millions from an eternity of slavery in his service. So long as there is Good upon Magnamund you will never be forgotten. Sadly, though, death is the price you have paid for this victory.

Your life and your quest end here in the Tozaz Sea.

135

The ghastly creature shrieks with undisguised glee as it prepares to strike you down. It raises its jagged rod of ice and sparks ignite at the tip — the prelude to another devastating blast of energy which the beast is about to aim at your crouching form. You reach for your own weapon, desperate to defend yourself, but as your hand closes around the hilt you hear the unexpected sound of rushing wind. Suddenly a spear-like missile hits the creature in the back and explodes from its chest. The impact sends the beast cartwheeling past you to slam into the ice-boat's mast. You look towards the watchtower and see Prarg at the parapet, standing behind a catapult-like pantard, his clenched fist raised in triumph. You return his salute, thankful that his aim was true.

The pantard bolt has pinned the creature to the mast but it has not destroyed it. Howling with anger, it twists and writhes to get free. Then, as if drawn by its unhuman cries, a mass of skeletal warriors come charging down the gangplank towards you. Instinctively, you draw your weapon and strike the plank a mighty blow, splitting it cleanly in two. Both sections collapse and the onrushing skeletons tumble helplessly into the icy water.

Turn to 288.

136

You stand at the base of the left-hand pillar and utter the words of the Brotherhood Spell Levitation. Immediately, you feel yourself rise from the floor and, using your hands to guide you and maintain a grip on the pillar, you inch your way effortlessly towards the narrow gap between it and the ceiling above.

The ascent is effortless but it is not entirely painless. The energy radiating from the electrical arcing blisters the exposed flesh on the right side of your face: lose 3 ENDURANCE points.

If you have reached the Kai rank of Sun Thane, turn to 273.

If you have yet to attain this level of Kai Mastery, turn to 49.

137

You lasso the spur of rock on your first attempt and pull yourself out of the cloying mire barely seconds before the unseen creature, which is circling below the surface, moves in to attack your legs. On reaching the spur, you retrieve your rope and set out to climb the wall of this shaft.

Above, the snickering horde of Chaos-creatures watch your ascent with eager anticipation. When you are within a few feet of the top, you unsheathe your weapon and get ready to fight your way out of the shaft one-handedly.

Chaos-horde: COMBAT SKILL 46   ENDURANCE 46

Unless you have attained the Kai rank of Sun Lord, you must reduce your COMBAT SKILL by 4 for the duration of this combat, due to your disadvantageous position. Unless you have Grand Weaponmastery and are a Sun Knight or higher, you may not use a two-handed weapon (i.e. Broadsword, Quarterstaff, and Spear) for this combat.

If you win the combat, turn to 82.

138

Frantically you strike out for the shore with the jaws of the gruesome Gybia snapping at your heels. Fortunately, as you reach the shallows, the creature is forced to abandon its pursuit and let you escape. Coughing and retching violently, you stagger out of the icy water and stumble to the cover of some boulders which lie embedded in the shore. Here, as you slowly recover, you find to your dismay that during your hasty escape from the Gybia, you lost all but two items from your Backpack.

Erase all of your Backpack Items with the exception of those which you have recorded in spaces 4 and 6 on your Backpack Items list.

To continue, turn to 304.

139

Fearful that you could be discovered here at any moment, you bring your face closer to the door and make a detailed examination of the combination lock. On the surface it appears to be straightforward, but your Magnakai Discipline of Nexus alerts you to the fact that it is protected by sorcery. Failure to tap in the correct number more than once will activate an alarm.

If you possess the Discipline of Kai-alchemy and wish to use it, turn to 217.

If you possess Magi-magic and wish to use it, turn to 81.

If you possess neither of these Disciplines or choose not to use them, turn to 74.

140

With your briefing now concluded, King Sarnac ushers you all into his court chamber. There you bid him, Lord Ardan, and Guildmaster Banedon farewell, and they in turn wish you good luck and godspeed before Captain Prarg escorts you to the harbour. It is snowing heavily, and few of Vadera's inhabitants notice as the two of you are welcomed aboard the Maycastle, the square-rigged man-o'-war which will carry you to Azgad Island.

You leave Vadera within the hour and begin the long, cold voyage northwards. During the voyage, Captain Prarg tells you about the raids which have destroyed several small Drakkarim settlements along the Gulf of Konkor and the coast of the Shakoz Bight. On the twelfth day of your two-week sea journey, you catch a glimpse of one such settlement, near to the mouth of the River Lenag. All that remains is a wispy pall of smoke which hangs above the burnt-out hovels, darkening an already stormy sky.

For most of the voyage, a host of seabirds have accompanied the Maycastle, attracted by the scraps of food regularly thrown out by the ship's galley. But at dawn on the thirteenth day, as the ship enters the Gulf of Konkor, the usual flocks of shrieking gulls are nowhere to be seen. It is as if they have suddenly become aware of impending danger and have turned back, eager to stay out of harm's reach. Later in the day, a fierce squall arises from the east which whips the iron-grey waters of the gulf into a maelstrom. The crew fight desperately to control their ship as the storm rages all day and all night, not abating until dawn of the following day. As the wind gradually dies and the sea settles, the lookout is able to resume his post atop the mainmast.

Illustration VIII—You see a few stone buildings around a fortified stone tower.

‘Land ahoy!’ he cries, and all eyes scan the northern vista. There, perched on the wintry horizon, is a grey strip of barren, frost-covered rock. You magnify your vision and see, on the western side of this island, a few slate buildings clustered around a fortified stone tower.

‘That's Fort Azgad,’ says Captain Prarg, with relief in his voice. ‘At last we've arrived.’

Turn to 321.

141

At the first opportunity you sprint away from the wooden crates and descend the staircase to a closed door. It is a sturdy portal, carved from solid rock and banded with strips of bronze. You test it with the toe of your boot and, to your surprise, it swings open with barely a sound.

Beyond the door lies a rough-hewn chamber lined with racks of ancient crystal spears and swords. Despite the millennia which have passed since they were crafted by armourers during the Age of Eternal Night, these weapons still hold a keen edge and gleam like new.

Casting your eye around this weapon store there appears to be no other exit save the one by which you entered.

If you possess Telegnosis, turn to 286.

If you do not possess mastery of this Discipline, turn to 226.

142

Your swift reflexes save you from being impaled upon the tip of the spiked helm. Tagazin goes charging past in a cloud of dust but, as you roll over and spring to your feet, you see that he has already made his turn and is bearing down for a second time.

Demonlord Tagazin (with Power Helm): COMBAT SKILL 55   ENDURANCE 48

This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win this combat, turn to 40.

143

After a few minutes of intense concentration your use of your Magnakai Discipline pays off. Successfully you will the lock to disengage, yet the effort required is far greater than you could have anticipated and it leaves you mentally weakened: lose 4 ENDURANCE points.

The portal begins to shimmer and lose its solidity. At first it becomes transparent and then it fades completely, as if evaporating into thin air. With a smile of satisfaction on your lips at having overcome it, you step through the now-open archway and into an adjoining hall.

This vaulted, oblong-shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber. Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall. You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as any lightning storm raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceiling — there is a gap at the top, a little over two feet wide.

If you possess Kai-alchemy and wish to use it, turn to 136.

If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, turn to 297.

If you decide to throw caution to the wind and run directly between the pillars, turn to 211.

144

With trepidation you steer the ship along a string of narrow fjords which cut an uncertain route through this treacherous field of icebergs. Your hands, slick with nervous sweat, grip the wheel tightly and inch it back and forth in response to the pilot's frantic signals. It is a gruelling ordeal which soon takes its toll on the nerves of all aboard.

Every few minutes your vision is obscured by gusts of powdery snow which swirl across the deck, blown down from the tops of the surrounding ice cliffs. One of these fierce blasts temporarily blinds you. As you fight to restore your vision, the incessant howl of the wind is suddenly accompanied by the tortured screech of the ship's hull as it collides with a ridge of submerged ice. The impact sends the vessel careering violently to starboard and hurls you painfully against the wheelhouse wall: lose 4 ENDURANCE points.

To continue, turn to 302.

145

Despite their misshapen forms, the moment these macabre horrors catch sight of you, they charge forwards with frightening speed. Gibbering and howling like demons, they hurl themselves upon you and attempt to slay you with fang and claw.

Chaos-horde: COMBAT SKILL 48   ENDURANCE 50

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

You may evade this combat after six rounds by turning to 235.

If you win the fight, turn to 190.

146

The instant you set foot inside the cave entrance, you hear a noise which makes you freeze in your tracks. A ghastly half-gibbering, half-growling sound issues from the dark recesses of the cave — a warning from the creature which dwells here that you are not a welcome visitor. You scan the inky darkness and see the glint of two yellow eyes as they emerge from a fold in the rock wall. Slowly the eyes advance. You use your ability to see in the infrared spectrum of light, in order to discern the outline of this shadowy creature, but it is to no avail. You can detect no heat patterns. The reason for this is simple — the creature now advancing towards you gives off no heat because, like everything else in this wretched land, it is already dead.

If you wish to escape from the cave while you can, turn to 206.

If you choose to draw your weapon and defend yourself, turn to 28.

147

Guided by your Kai instincts and the night stars, you set a southerly course for Azgad Island. The Tozaz Sea is unusually calm for most of this lonely voyage, and hazards are few … until the dawn of your second day at sea.

Through the grey winter's gloom you see the unwelcome sight of the Tozaz iceberg field stretching across the southern horizon. At first it looks impenetrable, but as you sail closer you identify two breaks in the ice-field that could be the beginnings of passages through to the far side.

If you wish to steer your craft into the southeasterly passage, turn to 188.

If you choose to sail into the southwesterly passage, turn to 119.

148

The door to this cell is sheathed with ice and the only visible means of opening it appears to be a hexagonal-shaped keyhole. You crouch down, so that your face is level with the keyhole, and draw upon your Magnakai Discipline of Nexus in an attempt to pick the lock.

Pick a number from the Random Number Table. For every level of Kai rank you have attained above that of Kai Grand Guardian, add 1 to the number you have picked.

If your total is now 4 or lower, turn to 342.

If it is 5 or higher, turn to 258.

149

As you slay each of the insectoids in turn, their bodies return to their original wispy form. These trails of black smoke swirl harmlessly around the chamber before evaporating into the porous stone which frames the Shadow Gate. You are relieved to see the back of these hideous creatures, but your comfort is all too short-lived; no sooner have they vanished than a new horror appears in the chamber, rising up out of the stone floor.

If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311.

If you have not, turn to 80.

150

A few hundred yards beyond the rise, you see Tagazin moving along a track which leads to the top of a small hillock. Here, contained within an arch of ancient stone, you see a whirling vortex: it is unmistakably an open Shadow Gate.

Surrounding Tagazin are a host of winged, dragon-like creatures, with horny skins that glimmer like gold in the wan light. By the slow, laborious way in which the jackal-like Demonlord is moving his limbs, you sense that he has been injured and greatly weakened by his passage through the void.

If you have ever been to the Plane of Darkness before in a previous Lone Wolf adventure,[11] turn to 205.

If you have not, turn to 227.

[11] In other words, have you ever visited the domain of the Demoness Shamath?

151

The advancing creature sees that you are preparing to strike the gangplank and quickly it retreats to the quayside. You deal the plank a mighty blow, splitting it cleanly in two, and both sections collapse and splash into the harbour's freezing water. But the danger is not over.

The creature turns its icy rod around and points the blunt end towards your head. There is a brilliant flash of light and a guttering ball of flame comes speeding from the base of the rod towards your face. Your reflexes save you — you dive for cover behind a tool chest and the fireball whistles over your head to explode into the decking. Howling with anger, the creature launches a second fireball, but this one is not aimed at you — it is targeted at the ice-boat's waterline. The deck shudders and flames leap up all around, spreading with unnatural speed. Within seconds you are engulfed by roaring flames.

If you wish to escape from this burning ship by jumping into the harbour, turn to 42.

If you wish to attempt to reach the quayside by swinging from the rigging, turn to 201.

152

As the last skeletal warrior crumbles beneath your repeated blows, you step back and wipe the sweat of battle from your brow. A glance into the secret panel through which they emerged reveals a narrow chamber beyond. Lying on the crystal slab floor you see several items of equipment:

- Small Sack

- Stone Bowl

- Spyglass

- Iron Key

- Coil of Oiled Rope

If you decide to keep any of the above, record them on your Action Chart as Backpack Items.

You leave the chamber and hurry down the stone staircase to the archway below. The Drakkarim patrol you sighted earlier is now nowhere to be seen, enabling you to leave the barbican and enter Xaagon without further confrontation.

Warily you trek through the awesome ruins of this age-old city, where once, at the beginning of the Age of Eternal Night, a proud and mighty race reigned supreme.

You have just passed a derelict mausoleum when you are forced to halt and hide from a passing troop of Ixian warriors. You watch as they march stiffly along an ice-choked avenue towards a plaza that is dominated by a huge frozen fountain. Beyond the fountain's solid plume of water you see a broad ramp which ascends to a grand archway at the base of the Crystal Spire.

If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, turn to 9.

If you do not possess this skill, or if you have yet to reach this level of Kai Mastery, turn to 122.

153

Silently you climb the stairs and peer over the lip of the hatch; you are just in time to witness a scene which shocks you to the core. You see that the undead Drakkarim warriors have slain all of the Lencian crewmen and have heaped their bodies around the base of the mainmast. One of the undead, clad in a filthy grey cloak embroidered with alien symbols, utters a chilling liturgy over the corpses of the slain. You sense something is very wrong. The chill air crackles with power and sparks of evil energy whirl around their bodies. When at last the liturgy ends, you see to your horror the slain Lencians rise up and take their places alongside the Drakkarim undead.

Illustration IX—One of the undead warriors utters a chilling liturgy over the corpses of the slain.

Revolted and angered by what you have witnessed, you vow to avenge the souls of the crew and draw your weapon in readiness to attack the host of Drakkarim undead. But before you can act, you feel a shudder run through the deck. The great vessel which has swallowed your ship is lurching to a halt. There is a dull boom, and then several portals open in the surrounding walls of the host vessel, spilling beams of white light across the deck of your captive ship. Scores of Drakkarim undead emerge from these portals and descend upon the ship like a host of hungry ghouls. You are forced to abandon your plan for vengeance — there are now far too many of the enemy. Yet all is not lost. In the milling confusion, you seize an opportunity to get away from the ship and escape into one of the light-filled portals.

Turn to 320.

154

You rise once more and return to the edge of the shaft, drawing on reserves of strength and determination both to fight and maintain your levitation spell.

‘For Sommerlund and the Kai!’ you shout, as you lash out at the monstrous Chaos-creatures crowding the edge of the pit.

Chaos-horde: COMBAT SKILL 37   ENDURANCE 45

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 318.

155

You draw upon your newly-achieved mastery of Deliverance and feel yourself slip into the trance-like state which is necessary in order to perform a Kai Exorcism. Soundlessly you mouth the words of the evocation and feel your goodly powers, like a warm electrical current, flow out from your fingertips. Within seconds this aura sweeps through the ship and engulfs the evil entity. You sense resistance but it is short-lived; the evil succumbs to your exorcism and quickly vanishes.

You may restore any ENDURANCE points lost during your adventure so far.

To continue, turn to 345.

156

An undead Drakkarim soldier steps forward, takes hold of the shaggy beast's harness, and leads the wagon towards a stockpile of metallic containers. Clearly he intends to load these onto the wagon for transportation back to the submarine. Fearing discovery, you leap from the rear of the moving wagon and hide yourself among a stack of empty wooden crates. From here you observe two possible ways by which you could leave this busy cavern: by an unguarded staircase in the north wall, or through an open archway in the east wall.

If you wish to leave this cavern by the staircase, turn to 141.

If you choose to leave through the open archway, turn to 7.

157

With relief you sense that you have acted just in time; the creature on the jetty failed to catch sight of you before you dived below the surface.

In just a few minutes you reach the distant shoreline and break through the surface alongside a shallow stone causeway. Atop this causeway is a track, a spur of which branches off towards the tunnel entrance. With only your head visible above the lake, you cling to the causeway stones and wait patiently for a nearby patrol of undead soldiers to march past.

Turn to 169.

158

You circle around the hall, keeping a watchful eye on the frozen humanoids that line the walls in case your presence here should cause them to animate. Thankfully, your caution proves unnecessary — they remain completely immobile.

As you pass by the shimmering archway, you feel nausea rising from the pit of your stomach and a wave of dizziness makes you falter for a few moments: lose 2 ENDURANCE points. However, your dogged persistence pays off when you discover a partially-concealed panel in the wall. As you step nearer, it slides open to reveal a flight of steps which ascend to an empty chamber. Here you discover a door of opaque green crystal set flush into the north wall. Closer investigation reveals a curious lockplate positioned at its centre.

If you wish to examine this lock, turn to 322.

If you choose to ignore the crystal door and return by the stairs to the entrance hall below, turn to 299.

159

The Ziog drops to the deck and begins to crumble like ancient parchment. As you are stepping away from its foul-smelling carcass, your eye is caught by the glint of precious metal entangled in the remains of its fur.

If you wish to make a closer examination of the Ziog's remains, turn to 88.

If you choose not to approach the Ziog's carcass, turn to 329.

160

The instant you unsheathe the Sommerswerd, its golden light floods the chamber, countering the heavy aura of evil which permeates its every corner. The goodly presence of your divine sword causes the insectoids to shy away fearfully. You sense that they are repelled by its power which is leeching their strength.

Gradually, their insect-like forms dissolve back into wispy trails of black smoke which swirl once around the chamber before evaporating into the porous stone framing the Shadow Gate. You are relieved to see the back of these hideous creatures, but your comfort is all too short-lived; no sooner have they vanished than a new horror appears in the chamber, rising up out of the stone floor.

If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311.

If you have not, turn to 80.

161

You descend from the submarine's viewing platform and slip unseen into the frigid lake, thankful that the Platinum Amulet you are wearing is powerful enough to protect your body from the ill-effects of such devastatingly cold water. Rather than risk being seen by a patrolling group of undead warriors, you gulp a lungful of air, dive below the surface, and strike out for the distant shoreline.

If you possess Kai-alchemy and have reached the Kai rank of Sun Thane, turn to 133.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 309.

162

You reach the subterranean lake and go aboard an ice-boat moored alongside the stone jetty. With the demise of the Deathlord and his necromantic power, you are fearful that these vessels may no longer be serviceable; their sorcerous engines could prove to be as immobile as the warriors who stand like frozen statues all around the shore of the lake. But, fortunately, your fears turn out to be groundless.

You quickly discover that these ice-boats are propelled by Ixian witchcraft, an arcane art far older and more benign than the Deathlord's vile necromancy. Having satisfied yourself that your chosen vessel is seaworthy, you cast off its hawser and steer it away from the jetty towards the wide cave mouth which opens out into the stormy Tozaz Sea. The elation of victory is still buoying your spirits, yet there is a nagging unease in the back of your mind that not everything is as it should be.

Turn to 147.

163

You retreat hurriedly from the onrushing horde and evade them by descending a stair which leads down into the ship's hold. Above, you can hear the frenzied shouts of the Lencian crewmen as they engage the undead Drakkarim in fierce hand-to-hand combat. Suddenly, the body of a Lencian comes tumbling down the stairwell to land in an untidy heap at the bottom, the hilt of a rusty sword protruding from his chest. Then the clatter of steel-shod boots on the steps warns you that his killers are about to appear, and quickly you scan the darkness looking for a place to hide.

If you possess Assimilance, turn to 208.

If you do not possess this skill, turn to 26.

164

The sun-sword begins to glow and become warm in your hand. The blade points of its own accord towards the spiked helm and, at once, you sense that it is prompting you to destroy the evil artefact. Obediently you obey its silent request. You raise the sun-sword and bring it crashing down on the helm, splitting it asunder. There is a violent splash of hissing sparks and, when the sparks dissipate, you see that no trace of the helm remains; it has been utterly destroyed.

Purposefully, you turn and walk towards the Shadow Gate. As you leap into its spinning core, you pray that you will arrive back on Magnamund in time to thwart the Deathlord's evil plan.

Turn to 200.

165

Leaning at a slant to make headway into the blizzard, you trek determinedly through deep snow that is heaped in drifts around the breached city wall. As you pass through the gap, you catch brief glimpses of ruined buildings through the sleeting gale. You also become aware of a noise — a low hum — which is reverberating beneath the howl of the wind. You stop to listen and at once you determine that this strange noise is coming from the Crystal Spire.

Illustration X—A troop of skeletal warriors marches stiffly towards the plaza.

Wearily you press on through the awesome ruins of this age-old city, where once a proud and mighty race reigned supreme, until you are forced to halt and take cover from a passing troop of skeletal warriors. You watch them march stiffly along an ice-choked avenue towards a plaza which is dominated by a frozen fountain. Beyond the fountain's solid plume of water you see a broad ramp which ascends to a grand archway at the base of the Crystal Spire.

If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, turn to 9.

If you do not possess this skill, or if you have yet to reach this level of Kai Mastery, turn to 122.

166

Banedon reaches for a small wooden box which lies half-buried on a shelf, amongst a clutter of scrolls and charts. As he does so, he is momentarily distracted by the Platinum Amulet which you wear on a cord around your neck. You notice the suddenly inquisitive look in his eye.

‘How did you come by that?’ he asks, as he stares fixedly at the amulet.

‘It was given to me by Gwynian — the Sage of Varetta. I'm sure its powers kept me safe from the perils of the Maakengorge. Tell me, my friend, have you heard of this sage?’

‘Oh yes,’ replies Banedon, thoughtfully, ‘I know Gwynian. If the amulet you wear was given to you by him then, perhaps, you do not need the special protection I had in mind after all.’

Banedon takes the small wooden box and hands it to you. Upon opening it you discover it contains a platinum amulet, almost identical to the one you are already wearing.

‘I see what you mean,’ you say, as you close the lid and return the box to Banedon.

Turn to 57.

167

You unsheathe the Sommerswerd and a brilliant golden light erupts along its divinely-crafted blade. The goodly light of the sun-sword washes over your ghastly adversaries, causing them to howl with naked fear. Instantly you seize the advantage and strike out at them before they can get away.

3 Cabalah: COMBAT SKILL 50   ENDURANCE 54

These undead creatures are immune to Mindblast, Psi-surge, and Kai-surge. Ignore any ENDURANCE point losses you may sustain during the first two rounds of combat. Also, remember to apply all the appropriate bonuses whilst using the Sommerswerd against these undead enemies.

If you win the fight, turn to 173.

168

Your desperate combat is interrupted by a whirling gale-force wind. It arises in the centre of the chamber and accelerates like a cyclone around the walls, separating you from your enemy and hurling you both to the floor.

Suddenly, the air crackles and seethes with static power. A dark shape is taking form at the centre of the raging cyclone, a shape which radiates an intense aura of evil. It solidifies into a tall, black-robed torso surmounted by a goat-like skull. Where there should be eye sockets you see fiery cores of scarlet energy. Fear grips you with its icy hand when you smell the stench of death and corruption that hangs heavy around this dread being. You are in no doubt that you are now in the presence of the Deathlord of Ixia.

Tagazin whimpers like a frightened pup and slinks towards his master, his head bowed in fearful subservience. The Deathlord removes the Deathstaff from inside his funereal robe and holds it on high. Tagazin freezes in his tracks and his whole body trembles violently — he is clearly petrified of his master's wrath. Ixiataaga sweeps the air with the evil staff, and in a terrifying instant, both you and Tagazin are lifted by the raging wind and hurled into the dark abyss that is the Shadow Gate.

Turn to 303.

169

As soon as the patrol is a safe distance away, you haul yourself out of the water and run to the cover of some boulders which lie embedded in the icy shore of this subterranean lake. Here you discover to your dismay that, during your underwater swim, you lost two items from your Backpack.

Erase those items which you have recorded in spaces 4 and 6 on your Backpack Items list.

To continue, turn to 304.

170

You pull away in a desperate attempt to dodge the oncoming bolt, but it twists like a crackling snake in mid-air and glances off your left shoulder. The force of its impact sends you spinning to the deck where you crash heavily among the sundered skulls and bones of your skeletal foes.

You are dazed and bruised but otherwise unharmed, the glancing blow and your Magnakai skill of Nexus having spared you the worst effects of the deadly bolt. You shake your head wearily and attempt to stand, only to find yourself half-kneeling before the clawed feet of your would-be killer. The creature is advancing slowly and is nearing the end of the gangplank.

If you possess the Discipline of Magi-magic and wish to use it, turn to 92.

If you possess Kai-alchemy and wish to use it, turn to 121.

If you do not possess these Disciplines, or if you choose not to use them, turn to 135.

171

When you regain consciousness, it seems as if you have been knocked out for no more than a few minutes, but as your mind clears you sense that you are still at sea, although no longer in the hold of the Ixian ice-boat. Countless hours, perhaps even days, could have elapsed since you were knocked out, and now you find yourself lying face down on the floor of a small dank cell. Instinctively you reach for your weapon — but it is no longer there. Your head throbs, your body aches viciously, and your mood is further soured when you discover that your Backpack, your Weapons, and all of your Special Items (with the exception of your Platinum Amulet) are missing.

You roll over wearily and drag yourself to your feet. You can hear noises in a distant part of this vessel and, when you intensify your hearing, you become aware that this mysterious craft is slowing down as if in preparation to dock. Anxious to escape, and doubly anxious to retrieve your missing equipment, you step towards the door of the cell.

If you possess Kai-alchemy and wish to use it, turn to 112.

If you possess Magi-magic and wish to use it, turn to 46.

If you possess neither of these Disciplines, or if you choose not to use them, turn instead to 148.

172

Despite the difficulties, you handle the vessel like a master seaman. Within three hours of entering the narrows, you emerge on the far side of the ice-field without a scratch and are able to continue your voyage to Fort Azgad without any further delays.

Turn to 350.

173

As your divine blade inflicts the wounds which destroy these creatures, their bodies undergo a swift and gruesome transformation. They implode, twisting and shrinking as they contract, until all that is left are three evil-smelling pools of bubbling black venom surrounded by melted ice and fragments of smouldering cloth.

You sheathe the Sommerswerd and step away from the foul remains. But as you turn to leave the ruins, you hear a terrifying howl that makes your blood run cold. With fearful anticipation you look up at the towering Crystal Spire and see, illuminated by lightning flashes, the awesome figure of Deathlord Ixiataaga. He stands behind the parapet of a window in the upper reaches of the spire, the Deathstaff raised high in his ungodly hand. He has sensed the presence of the Sommerswerd and he has determined to destroy it.

You see a flash of white light explode at the tip of the Deathstaff, and in the very next instant, you feel agonizing pain shoot through every part of your body. Then an explosion of white-hot fire obliterates your senses, and in a terrifying instant, the light that is your life is snuffed out.

Tragically, you have fallen victim to the Deathlord of Ixia. Your life and your quest end here.

174

The lock disintegrates and the door bursts open, spraying a shower of ice into the empty corridor beyond. Before leaving the cell you pause for a few moments to use your Magnakai skill of Nexus in an attempt to determine the location of your missing weapons and equipment. You sense they are distant. Guided by your feelings, you turn to the right and go off along the corridor in search of them.

The dingy, ice-caked corridor wends its way deeper into the bowels of this vast alien vessel. You explore a maze of empty holds, where the walls are braced with gleaming crystal girders, and pass through low-ceilinged chambers that, despite the biting chill, reek of death and decay. At length your search ends at a great grey door which is guarded by two undead Drakkarim warriors, armed with spears. The noises you heard earlier have now ceased, and so has the movement of the vessel. You sense that this craft is no longer at sea.

From the cover of a curving crystal bulkhead, you spy upon the Drakkarim guards while you consider your next move.

If you wish to attack the guards with your bare hands, turn to 243.

If you choose instead to use your Magnakai mind Disciplines upon the guards, turn to 336.

175

Using your mastery of the Kai mind Discipline of Grand Nexus, you focus on the hole and attempt to will the lock open.

Pick a number from the Random Number Table. For every level of Kai Mastery you have attained above that of Kai Grand Guardian, add 1 to the number you have picked.

If your total is now 7 or less, turn to 328.

If it is 8 or more, turn to 203.

176

You utter the words of the Brotherhood Spell Levitation and immediately you feel yourself rising up out of the mire. You clear the scummy surface and continue to float up the shaft until you are face-to-face with the Chaos-creatures who are crowded around the pit's edge. You draw your weapon and prepare to fight your way through them, but, as soon as you lash out at your first target, you falter and slip a few feet into the gaping shaft. You are finding it difficult to maintain your levitation spell and fight at the same time.

Pick a number from the Random Number Table. If your current ENDURANCE points score is 15 or lower, deduct 2 from the number you have picked. If your ENDURANCE points score is 36 or higher, add 1.

If your total is now 5 or less, turn to 111.

If it is 6 or more, turn to 154.

177

‘There's the answer,’ you say, pointing to the Ixian ship.

‘B … b … but … ’ stammers Prarg, clearly taken aback by the suggestion.

‘I grant you, it is a strange craft,’ you say, ‘but it looks well-suited for passage through icy waters. It served the enemy's purpose well enough — I say it's time we put it to better use.’

Prarg gives a weak smile and follows hesitantly in your wake as you leap aboard the deck of the Ixian ship.

‘First we'd best make sure it is empty,’ you say, as you unsheathe your weapon.

‘Very well,’ replies Prarg, ‘which end do you wish to search, Grand Master, the bow or the stern?’

If you wish to search the stern of the ship, turn to 240.

If you choose to search the bow, turn to 73.

178

You dive to avoid the onrushing bolt of energy but your reactions are too slow. It catches you in the upper body and an explosion of white-hot fire obliterates your senses. In this terrifying instant, the light that is your life is snuffed out.

Tragically, you have fallen victim to the power of the Deathstaff. Your life and your quest end here in the Crystal Spire of Ixia.

179

After an hour spent burrowing with your bare hands through the snow and ice, you eventually break through to the surface. To your disappointment you discover that the blizzard is still raging, and much of the pass has now been filled by the avalanche. No trace remains of the circle of rocks that had offered you hope of protection from the cruel elements.

With the storm showing no sign of abating, you dig a hollow in the snow and curl up in it with your back to the howling wind.

To continue, turn to 338.

180

At the top of the stairs you find a chamber where the walls and floor are thick with frost. Standing beside a locked door is a crystal plinth on which lies an Onyx Key covered by a clear glass dome. Your Kai Sixth Sense tingles as you approach it — you sense that the glass dome is protected by sorcery.

If you already possess an Onyx Key, turn to 307.

If you possess Kai-alchemy or Grand Nexus and wish to use one of these Disciplines, turn to 86.

If you do not possess the Special Item, or do not have or choose not to use the Disciplines, then turn to 268.

181

From out of the eerie mist there looms a high-prowed ship, wrought of age-blackened timbers which glisten with ice and frost. It speeds into the harbour and a morbid terror grips the hearts of the Lencian garrison when they see that it is crewed by a cadaverous host of skeletal warriors. A ghastly wail arises from the invading ship, an unholy shriek that shatters the garrison's will to resist. As one, the shocked Lencians turn and flee from the quayside, dropping and discarding their supplies and weapons in their hurry to get away.

‘Ishir preserve us!’ cries Lanza, as he takes up his sword belt and hurries towards the door. ‘My men are routing. I must rally them to the defence before all is lost!’

Illustration XI—A high prowed ship glistening with ice and frost looms out of the eerie mist.

Prarg unsheathes his sword and rushes after Lanza. Outside the door you see a circular stone staircase which leads up to the roof, or down to the base of the watchtower. Lanza descends the stairs but Prarg does not follow. Instead, he begins to climb the steps to the roof.

If you wish to follow Captain Lanza, turn to 264.

If you decide to go after Captain Prarg, turn to 14.

182

You pilot the ship cautiously along a string of narrow fjords which cut an uncertain route through this treacherous field of icebergs. Using a mix of hand signals and telepathy, you send directions to the helmsman at the rear of the ship. It is a gruelling procedure which soon takes its toll on the nerves of all aboard.

Every few minutes your vision is obscured by gusts of powdery snow which swirl across the deck, blown down from the tops of the surrounding ice cliffs. During one of these fierce blasts you are momentarily blinded. You clasp your hands to your stinging eyes and suddenly the incessant howl of the wind is accompanied by the tortured screech of the hull as it collides with a bank of submerged ice. The impact sends the ship careering violently to starboard, and in a terrifying instant, you are flung head-first over the ship's rail into the sea.

Pick a number from the Random Number Table.

If the number you have picked is 0–4, turn to 212.

If it is 5–9, turn to 66.

183

Tagazin is poised to strike you a second devastating blow, but his attack is thwarted by a whirling gale-force wind. It arises in the centre of the chamber and accelerates like a cyclone around the walls, separating you from the enemy and hurling you both to the floor.

Suddenly, the air crackles and seethes with static power. A dark shape is taking form at the centre of the raging cyclone, a shape which radiates an intense aura of evil. It solidifies into a tall, black-robed torso surmounted by a goat-like skull. Where there should be eye sockets you see fiery cores of scarlet energy. Fear grips you with its icy hand when you smell the stench of death and corruption that hangs heavy around this dread being. You are in no doubt that you are now in the presence of the Deathlord of Ixia.

Tagazin whimpers like a frightened pup and slinks towards his master, his head bowed in fearful subservience. The Deathlord removes the Deathstaff from inside his funereal robe and holds it on high. Tagazin freezes in his tracks and his whole body trembles violently — he is clearly petrified of his master's wrath. Ixiataaga sweeps the air with the evil staff, and in a terrifying instant, both you and Tagazin are lifted by the raging wind and hurled into the dark abyss that is the Shadow Gate.

Turn to 303.

184

The lightning strike has burned through your pack and seared your back: lose 5 ENDURANCE points.

Numb with shock, you stagger unsteadily to your feet and unsling your smouldering Backpack. After smothering with snow those parts which have been scorched by the lightning bolt, you open the flap to discover that three items have been completely destroyed (erase three items of your own choosing from your Backpack list).

Pained but thankful at least to have survived the deadly strike, you shoulder your Backpack and hurry the last few remaining yards towards the beckoning shelter of the cave.

Turn to 146.

185

To your regret, the new wave of Lavas reaches the Demonlord before you and form a protective circle around his cream-coloured body. Those that remain in the sky beat the air with their mighty wings, causing a powerful down-draught which holds you at bay.

Shielding your eyes from the stinging dust-choked wind, you look up to see that one of the winged creatures is cradling a curious item in its horny hands, an item which radiates an intense aura of evil power. At first glance it resembles a large metal bowl with a sharp spear of crystal fixed to its underside, but when the Lavas descends towards Tagazin and inverts it, you suddenly realize its true purpose and design. It is a helm of power, affixed on top with a crystal spike. The Lavas places the helm upon the Demonlord's head and the spike begins to glow menacingly.

Now all of the Lavas ascend into the sky where they wait to view a confrontation which is about to commence. Suddenly Tagazin, revitalized by the power of the spiked helm, comes charging at you with his head lowered, snorting gruffly like a raging bull.

Pick a number from the Random Number Table. If you possess Grand Huntmastery or Grand Pathsmanship, add 3 to the number you have picked.

If you total is now 4 or less, turn to 257.

If it is 5 or more, turn to 142.

186

You climb the stairs cautiously and peer over the lip of the hatch in time to witness a scene that shocks you to the core. You see that the undead Drakkarim warriors have slain all of the Lencian crew and have heaped their bodies around the base of the mainmast. One of the undead, clad in a filthy grey cloak embroidered with alien symbols, utters a chilling liturgy over the corpses of the slain. The chill air crackles with power and sparks of evil energy whirl around their bodies. When at last the liturgy ends, you see the dead Lencians rise up and take their places alongside the Drakkarim undead.

Numb with shock, you slowly retreat down the stairs and hide yourself in a corner of the ship's hold while you consider a new plan of action.

Turn to 298.

187

Your swift reactions save you from a direct hit, yet one of the bolts passes close enough to sear your thigh as you are diving for cover: lose 4 ENDURANCE points.

Turn to 221.

188

At first your chosen passage is wide and deep, but within an hour of entering, it becomes treacherously narrow. With no crew to help you pilot the craft, you are in great risk of running the ship aground on the encroaching icebergs.

Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 1 to the number you have picked.

If your total score is now 0–1, turn to 134.

If it is 2–10, turn to 172.

189

Quickly you instruct the helmsman to listen out for your directions; then you leave the wheelhouse and make your way forward to the bow. The vast bulk of any iceberg lies hidden beneath the surface and, with this chilling thought in mind, you lean over the prow and keep a careful watch on the waterline. This ship is strongly built but a collision with a submerged ridge could easily rip its hull wide open.

Guided by your telepathic directions, the helmsman steers the vessel towards a passage that is over-shadowed on either side by two monstrous mountains of ice.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.

If your total score is now 4 or less, turn to 182.

If it is 5–8, turn to 11.

If it is 9 or higher, turn to 284.

190

The creatures yield to your powerful blows, but the grievous wounds you deal them draw neither blood nor ichor. The ground around your feet is crawling with severed segments of the Chaos-creatures. Hacked and dismembered, they continue to wriggle forwards, forcing you to retreat grudgingly towards the steps.

When, to your mounting horror, you witness the dismembered segments press themselves together to form composite creatures of impossible shape and design, your nerve breaks and you flee headlong down the steps. The hideous gibbering shrieks of the reformed Chaos-creatures echo in your ears as you descend into the claustrophobic depths of this sunken building. At first their cries sound hungry and frantic, like those of a ravenous pack of starving wolves denied their prey, but suddenly you realize that they are not cries of hunger at all — they are howls of glee. The gibbering Chaos-creatures are enjoying the sight of you rushing headlong to your doom!

You skid to a halt but it is already too late. With chilling abruptness, the slimy stairs open up and you fall feet-first into a deep, dark pit.

Turn to 59.

191

At the sound of a key turning in the lock, you tense yourself in readiness to launch a surprise attack the instant the door swings open. The heavy portal creaks inwards and you hurl yourself at the head of a small group of skeletal warriors who stand framed in the doorway. You collide with their leader and slam him to the ground. In his bony hand he clutches a rod which hums with the power contained within its silvery haft. He had intended to use its power on you, to extract details of your mission, but the swiftness of your attack has preempted this. The skeletal being shrieks with anger as you wrestle the rod from his grasp. Suddenly, a blast of red-hot fire erupts from its tip, carving a fist-sized chunk of stone from the cell wall. The recoil of the blast makes you drop the rod, which falls to the floor, close to the booted feet of the other skeletal guards.

If you wish to snatch up the rod before the skeletal guards retrieve it themselves, turn to 54.

If you decide to ignore the rod, you can attempt an escape through the open door by turning to 222.

192

Intuition prompts you to take out the Onyx Key from your pocket and try it in the hole. It fits perfectly and, when you twist it clockwise, the entire portal begins to shimmer and lose its solidity. It becomes transparent before fading completely, as if evaporating into thin air. You go to retrieve the Onyx Key but it, too, has disappeared (erase this Special Item from your Action Chart).

Relieved that you have overcome this obstacle, you step through the now-open archway and into an adjoining hall. This vaulted, oblong-shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber. Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall. You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as any lightning storm raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceiling — there is a gap, a little over two feet wide above them.

If you possess Kai-alchemy and wish to use it, turn to 136.

If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, turn to 297.

If you decide to throw caution to the wind and run between the pillars, turn to 211.

193

You emerge from the Crystal Spire with barely seconds to spare. As you descend the main ramp which leads away into the streets of Xaagon, the great archway disintegrates completely, bringing with it a vast section of the foundation wall. This collapse begins a chain reaction of destruction that culminates in the spectacular fall of the upper spire, which crashes down upon the city like some massive crystal tree felled at the roots.

You run without stopping, through the quaking streets to the shattered west gate, and then onwards through the deepening snow towards the narrow mountain pass. You are more than a mile from the walls of Xaagon when eventually you stop to rest and survey the destruction you have left behind.

Turn to 250.

194

Lying beneath Banedon's chart table is a seemingly plain leather sword belt and scabbard. Banedon retrieves these items of equipment and hands them to you. ‘Here, Grand Master. This scabbard has been impregnated with the rare mineral — korlinium. It will shield the radiant power of your sword.’

You exchange your old belt and scabbard for these new ones. (Mark the Korlinium Scabbard as a Special Item on your Action Chart. You need not discard another item in its favour if you already carry the maximum number of Special Items permitted.)

Turn to 22.

195

Less than a mile to the north, like some nightmare apparition surfacing from the deep, you see a broad-prowed vessel of prodigious size breaking low in the stormy water. You magnify your vision and see that its main deck is completely enclosed by a canopy of overlapping green-grey timbers, affording it the appearance of some gigantic fish. Two glassy portholes and a jagged line which stretches around its prow complete this chilling illusion.

For its shape and size it moves towards your ship at an unnatural speed. You call the crew to arms, fearing it to be an enemy vessel closing to attack, and you sense a shudder run through them when, for the first time, they clearly discern its alien design. You focus your Kai senses upon the oncoming craft and suddenly you realize its purpose. It is an Ixian vessel, come to rendezvous with your ship, believing it still to be manned by the undead horde which attacked Fort Azgad.

Illustration XII—It is as if you are looking into the ghastly maw of a hungry sea predator.

‘Stand firm!’ you shout, attempting to rally the nervous Lencians as the craft speeds ever nearer. When less than a hundred yards distant, its great prow begins to creak open. It is as if you are looking into the ghastly maw of a hungry sea predator. The fearful sight alarms the Lencian crew and they flee towards the bow of the ship in panic: ‘Save us!’ they cry. ‘Ishir save us! It's going to eat us alive!’

Turn to 236.

196

You flee the chamber, escaping past many Ixian and Drakkarim guards who stand rigidly immobile, fixed in the poses and attitudes they were in the very moment you vanquished the Deathlord. It was his power which gave them un-life; now that power is no more.

Fearing for your survival, you sprint across heaving, buckling slabs of broken stone that were once smooth tiled floors, and rush down staircases that crack and twist beneath your feet. You are racing down one such stairwell when suddenly an entire section collapses, leaving a gaping hole more than fifty feet deep. Above you, a row of pillars topple like storm-shaken trees, blocking the stairs completely, and making it impossible for you to retrace your steps.

If you possess Kai-alchemy and have attained the Kai rank of Sun Thane, turn to 29.

If you possess Telegnosis and have attained the Kai rank of Sun Lord or higher, turn to 326.

If you do not possess either of these Disciplines, or if you have yet to attain the relevant levels of Kai Mastery, turn instead to 225.

197

You trudge stoically through the snow and ice towards the distant circle of rocks, hoping all the while that they will afford you some protection from this incessant blizzard. When you are within a few dozen yards of the circle, you hear a deafening crack! which sets your pulse racing. With that split-second warning, a huge expanse of rock and ice breaks away from the slopes above and swiftly transforms itself into a thundering avalanche. Wide-eyed with horror, you watch as a million tons of ice, snow, and shale comes rumbling down the mountainside towards you.

Galvanized into action, you turn and run from this deadly white wall of destruction. It is almost upon you when you see a low shelf of rock near the base of the pass, and desperately you dive for cover beneath it.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Grand Nexus, you may add another 2.

If your total score is now 4 or lower, turn to 99.

If it is 5–8, turn to 231.

If it is 9 or higher, turn to 104.

198

Outside of this vessel is a vast subterranean lake enclosed within a titanic cavern of ice. Several ice-boats, similar to the one on which you set sail from Fort Azgad, are moored in a long line at the lake's edge. Scores of undead warriors attend to these ships, and many more can be seen marching along the frosty walkways which go all around the lake's shoreline.

Quickly you realize that these ships are part of a great invasion fleet. Constructed by the slaves of Deathlord Ixiataaga, they can only have been built for one purpose — to carry his armies of undead warriors to the lands of the living. Rimoah and Ardan were correct — the Deathlord does intend to wage a bloody war upon Magnamund — yet even their gloomiest predictions failed to estimate just how advanced his plans are.

Shocked by the revelation of your discovery, you reaffirm your vow to thwart the Deathlord's monstrous scheme. You move away from the porthole and hurry along the hallway in search of a way out of this alien submarine.

Turn to 69.

199

Your frustration at not being able to solve the psychic riddle soon deepens into despair. The oppressive aura of evil which fills this chamber is beginning to undermine your will to go on.

Driven by the need to escape from its insidious effect, you commence a search for another exit. During this laborious search you discover a tiny hole near the base of the archway.

If you possess an Onyx Key, turn to 192.

If you do not possess this Special Item, turn to 71.

200

The howling winds of the void rip at your face and clothing as you plummet into the core of the lightless abyss. You lose all sense of time until, in the remote distance, you see tiny motes of light come streaking towards your face. Then, as suddenly as it began, the sensation of falling through deep space is replaced by an abrupt cessation of movement.

Stunned and disorientated, you shake your head and rise uneasily to your feet. As your blurred vision clears, you see that you have returned to the chamber of the Crystal Spire from where you were first sent tumbling into the Shadow Gate. It is empty now. Fearing the worst, you use your Kai skills to determine the time and the date. To your immediate relief you discover that only a few hours have elapsed during your absence from Magnamund; it is still possible for you to achieve your quest.

You resolve to find the Deathlord, even if it means searching every chamber of the Crystal Spire. You turn to leave this hall, but a noise behind you makes you freeze in your tracks. The sudden stench of decay and corruption tells you that you may not have to look too far to find your adversary after all.

Turn to 90.

201

You climb the rigging rapidly until you reach the middle section of the mainmast. Here you cut free a guide rope and use it to swing clear of the burning ship. Your Kai skills enable you to see through the billowing clouds of smoke and, as your swing begins to lose momentum, you get ready to release your grip and make your jump to the quayside — a distance of more than fifty feet.

Pick a number from the Random Number Table. If you have Grand Huntmastery, add 1 for every level you have attained above that of Kai Grand Defender.

If your total score is now 5 or less, turn to 132.

If it is 6 or more, turn to 317.

202

Your Kai Mastery warns you that you have inadvertently triggered a silent alarm. You unsheathe your weapon and turn to leave this rubble-strewn chamber, but as you move towards the stairs you hear a sound that makes you spin on your heel: it is the grating rumble of stone on stone.

From out of a secret panel in the wall to your left come six skeletal warriors, each one brandishing a rust-pitted sword. They make no sound, yet their eye sockets are aglow with sorcerous fire as they rush across the chamber towards you.

If you wish to stand and fight these skeletal warriors, turn to 242.

If you choose to escape from this chamber by the stairs, turn to 343.

203

After a few minutes of intense concentration your Kai Mastery pays off. Successfully you will the lock to disengage, yet the effort required is far greater than you could have anticipated and it leaves you mentally weakened: lose 2 ENDURANCE points.

The portal begins to shimmer and lose its solidity. At first it becomes transparent and then it fades completely, as if evaporating into thin air. With a smile of satisfaction on your lips at having overcome it, you step through the now-open archway and into an adjoining hall.

This vaulted, oblong-shaped hall is illuminated by flickerings of electrical fire which arc between two freestanding pillars at the far end of the chamber.

Beyond the pillars you can make out the shadowy entrance to another chamber; it is the only other exit from this hall. You realize at once that to pass between the pillars could prove to be fatal: the power arcing between them is as great as any lightning storm raging in the skies above Xaagon. Yet there may be a way of avoiding contact with this raw power. You notice that the two freestanding pillars do not go all the way to the ceiling — there is a gap at the top, a little over two feet wide.

If you possess Kai-alchemy and wish to use it, turn to 136.

If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, turn to 297.

If you decide to throw caution to the wind and run directly between the pillars, turn to 211.

204

Lying behind the stone table you discover three leather haversacks. Curious as to what they contain, you rip them open and spill their contents out onto the frost-covered floor. Mostly they hold crudely-made eating utensils — battered metal bowls, flasks, iron cutlery, and the like. But among these worthless items you discover something that makes your eyes widen — it is a key fashioned expertly from green stone.

If you wish to keep this Onyx Key, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic.

To continue, turn to 34.

205

At once you recognize the winged creatures. You encountered them the last time you were here upon the Plane of Darkness. They are Lavas — fell servants of the Dark God Naar.

The dozen or so Lavas surrounding the ailing Tagazin appear to be urging him on towards the Shadow Gate. Your hopes of returning to your home world rose when first you saw the Shadow Gate, but now the familiar sensation of fear returns to chill your blood. The thought occurs to you that if Tagazin should enter the Shadow Gate before you, the Lavas may be able to close it behind him and deny you the chance of escaping from this evil domain. It is a risk you cannot afford to take.

Drawing your weapon, you race along the track in pursuit of the Demonlord, grimly determined to prevent him from reaching the Shadow Gate alive.

If you possess Assimilance, turn to 347.

If you do not possess this Discipline, turn to 38.

206

As you stumble away from the cave mouth, you look back over your shoulder to see the mysterious creature illuminated momentarily by a flash of lightning. The sight is chilling to behold. From the creature's huge, bear-like body there writhes a score of slimy tentacles, and from the top of its reptilian head there protrudes a twisted horn, longer than a broadsword. It gives a loud gibbering howl of victory before returning to its evil-smelling lair.

Denied shelter in the cave, you return to the bottom of the pass and seek cover among the circle of rocks which lie on the southern face. When you are within a few dozen yards of the circle, you hear a deafening crack! which sets your pulse racing. With that split-second warning, a huge expanse of rock and ice breaks away from the slopes above and swiftly transforms itself into a thundering avalanche. Wide-eyed with horror, you watch as a million tons of ice, snow, and shale comes rumbling down the mountainside towards you.

Galvanized into action, you turn and run from this deadly white wall of destruction. It is almost upon you when you see a low shelf of rock near the base of the pass, and desperately you dive for cover beneath it.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Grand Nexus, you may add another 2.

If your total is now 5 or lower, turn to 99.

If it is 6–9, turn to 231.

If it is 10 or higher, turn to 104.

207

Less than fifty yards away you see a shaggy, grey-furred beast of burden which is harnessed to a wooden wagon. A troop of undead soldiers is unloading shiny metallic containers from the back of this wagon which they then carry, cradled in their bony arms, into the open mouth of the submarine.

Stealthily, you make your way closer to the wagon and await the chance to climb aboard as soon as the final container has been off-loaded. At last the opportunity arrives; you leap aboard and hide yourself from sight beneath a greasy, foul-smelling tarpaulin.

After a few minutes you feel a jolt as the wagon moves off. Through a crack in its ancient wooden planks, you watch with trepidation as the wagon trundles along a causeway towards the distant tunnel entrance. It enters the tunnel, unchallenged by the skeletal warriors who stand guard here, and ascends a gentle gradient to another ice-walled cavern. Several passages connect here from all directions, like the spokes of a giant wheel converging at the hub.

Illustration XIII—The undead soldiers unload metallic containers into the open mouth of the submarine.

An undead Drakkarim soldier steps forward, takes hold of the shaggy beast's harness, and leads the wagon towards a stockpile of metallic containers. Clearly he intends to load these onto the wagon for transportation back to the submarine. Fearing discovery, you leap from the rear of the moving wagon and hide yourself among a stack of empty wooden crates. From here you observe two possible ways by which you could leave this busy cavern: by an unguarded staircase in the north wall, or through an open archway in the east wall.

If you wish to leave this cavern by the staircase, turn to 141.

If you choose to leave through the open archway, turn to 7.

208

Aided by your mastery, you crouch down amongst the foul-smelling debris which litters the floor of the hold. A dozen undead warriors enter by the stairs and begin a systematic search, but your advanced camouflage skills make you virtually invisible, even to their psychic probes.

Turn to 118.

209

You strike your killing blow and the creature's tongue flickers in and out as it hisses like a sleeting gale. It drops to its knees, its talons scrabbling for your legs, and its eyes flaring brightly with evil fire. Quickly you step back and watch the flames that are its eyes flicker and go out. Then it crumples to the icy ground, its body transforming swiftly into an evil-smelling pool of bubbling black venom.

The destruction of the Cabalah seems to weaken the attacking horde. They falter, and Lanza's men seize the opportunity to counterattack. You rush forward and join them as they fight their way valiantly back towards the quay.

‘Look there, Grand Master!’ shouts Lanza, pointing to the ice-boat. A score of undead have clambered aboard the vessel and it is clear by their actions that they intend to destroy and sink it.

‘They must be stopped!’ you cry. You break free from the battle and run headlong towards the stricken ship. You are halfway along its gangplank when you find yourself confronted by a wedge of skeletal warriors, armed with crude axes and swords.

You leap into their midst, striking them down with blurring speed and deadly accuracy. As the last one falls, its corpse-like body almost severed at the waist, you hear a noise behind you which makes you spin around in fearful expectation.

Turn to 78.

210

You reach down to unsheathe your weapon, but it has only just cleared the scabbard when a terrible pain knifes through your lower left leg. The unseen pit-beast has clamped its powerful jaws around your calf and is now attempting to drag you below the surface of the bog. Desperately you stab blindly for the creature's head in an attempt to cut yourself free from its vice-tight grip.

Suggaz: COMBAT SKILL 44   ENDURANCE 44

If you win this fight, turn to 67.

211

The moment you enter the electrical field arcing between the pillars, an explosion of white-hot fire obliterates your vision and you feel agonizing pain shoot through every part of your body: lose 10 ENDURANCE points.

If you are still alive after this grievous wounding, turn to 315.

212

With a yell of desperation you tumble headlong towards the sea and strike the water face-first. For an instant you feel its icy chill; then you are plunged into darkness as your head and left shoulder slam against a ridge of solid ice that lies submerged just a few inches below the slushy surface. Mercifully, you are knocked unconscious and spared the agony of being crushed and torn between the ship's prow and the cruel, unyielding ice.

Tragically, your life and your quest end here in the Tozaz Sea.

213

The bodies of the ghastly creatures undergo a swift and gruesome transformation upon the instant you deal them the coup de grâce. Their torsos implode with dramatic effect, and they barely have time to cry out in agony as their twisted remains hit the floor and crumble to dust.

You sheathe your weapon and step away from the foul-smelling mounds of dust. But as you go to leave, you discover that the open archway that these creatures were guarding when you first arrived in this chamber is now sealed. You approach the solid sheet of opaque green crystal and examine an intricate lockplate which is set in the centre of its mirror-smooth surface. It is a lock of ancient design, one which operates by psychic energy. You study the intricate patterns which embellish it and gradually you realize that they give clues to a two-digit number. By projecting the image of this number at the lock, using your psychic powers, you will release the locking mechanism and cause the portal to open.

The first of the two numbers is equal to the number of islands which lie within 150 miles to the west of Xaagon.

The second number is equal to the number of cities and towns which can be found located in the Shegtar Peaks.

Consult the map in order to determine the correct two-digit number which will open the lock. When you think you have cracked it, turn to the entry that bears that same number as your answer.[12]

If you calculate incorrectly, or if you cannot solve the clues, turn instead to 199.

[12] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 199.

214

You raise the Sommerswerd and a gout of golden flame engulfs the blade, flaring with such brilliance that Deathlord Ixiataaga is momentarily blinded by its goodly light. He shrieks, and raises the Deathstaff defensively to ward off your first blow. As the blade of the sun-sword bites the haft of Ixiataaga's fell weapon, a hissing mass of crimson and gold sparks explode into the air. These fiery motes are sucked into the vortex of the Shadow Gate, which has now begun to whirl with alarming intensity.

The Deathlord reels from the force of the impact, but he recovers swiftly and thrusts the sharp tip of the Deathstaff at your face. You duck the thrust, but you sense that this is just the beginning of what will be a titanic fight to the finish.

Deathlord Ixiataaga (with Deathstaff — uncharged): COMBAT SKILL 60   ENDURANCE 39

This supernatural being[13] is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 290.

[13] According to Mongoose Publishing's Lone Wolf, The Roleplaying Game (© 2004): ‘As trapped by the wave of unlife as his people, Ixiataaga has researched the lore of death and magic for ten millennia.’ This indicates that Deathlord Ixiataaga is indeed undead, so remember that you inflict double ENDURANCE point losses against him.

215

You unsheathe your weapon and advance bravely towards the Deathlord, determined to take the fight to him and finish him in mortal combat. His laughter buffets you like a ghastly storm, and its growing, concussive power keeps you from reaching the fiery moat. Then you see a ball of light appear at the tip of the Deathstaff and, in the very next moment, an agonizing pain shoots through your chest. Almost immediately there is an explosion of white-hot fire that obliterates your senses and, in a terrifying instant, the light that is your life is snuffed out.

Tragically, you have fallen victim to the Deathlord and his staff of unholy power. Your life and your quest end here.

216

You stare into the glowing eyes of the approaching Demonlord and muster your strength to summon up a pulse of psychic energy. The pulse forms a radiant ball of power which you send speeding across the chamber to slam into Tagazin's unprotected mind. He flinches with pain and halts momentarily, but he soon recovers and presses home his attack.

Demonlord Tagazin: COMBAT SKILL 54   ENDURANCE 60

You may use Kai-surge again during this combat. This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If at any time during this fight you reduce Tagazin's ENDURANCE points score to 25 or less, do not continue, but turn instead to 168.

217

You bring to mind the words of the Brotherhood Spell Counterspell and focus on the lock as you quietly recite them under your breath. For a few moments the air crackles with static electricity; then you feel a calm descend: the sorcerous spell which once protected this door has suddenly evaporated.

Confident that it is safe to proceed, you unsheathe your weapon and use its tip to prise open the three lockplates, revealing their internal mechanisms. With the lock exposed, you set about the now-simple task of opening the door.

Turn to 10.

218

The second wave of Lavas comes swooping down, howling defiantly, and the terrific beat of their wings forces you and the Demonlord apart. You look up to see that one of the winged creatures is cradling a curious item in his horny hands, an item which radiates an intense aura of evil power. At first glance it resembles a large metal bowl with a sharp spear of crystal fixed to its underside, but when the Lavas descends towards Tagazin and inverts it, you suddenly realize its true purpose and design. It is a helm of power, affixed with a crystal spike. The Lavas place the helm upon the Demonlord's head and the spike begins to glow menacingly.

Now the encircling Lavas ascend into the sky where they wait to view the confrontation which is about to commence. Suddenly Tagazin, revitalized by the power of the spiked helm, comes charging at you with his head lowered, snorting loudly like a raging bull.

Pick a number from the Random Number Table. If you possess Grand Huntmastery or Grand Pathsmanship, add 3 to the number you have picked.

If your total is now 4 or less, turn to 257.

If it is 5 or more, turn to 142.

219

As your hand closes around the hilt of the sun-sword, you suddenly recall Guildmaster Banedon's words of warning: Use the Sommerswerd with discretion. In the darkness of Ixia its power will be like a blazing beacon … it could readily alert the Deathlord to your presence.

For a moment you hesitate in drawing the sun-sword from its Korlinium Scabbard. But the cave creature is now almost upon you — it is closing swiftly for the kill. You must act immediately if you are to defend yourself from its attack.

If you choose to unsheathe the Sommerswerd and use it in your defence, turn to 110.

If you decide to leave the Sommerswerd in its scabbard and use another Weapon instead, turn to 275.

220

‘Give me your Weapon, Grand Master,’ says Banedon, holding out his hand expectantly. You unsheathe your hand-weapon and pass it to him hilt-first. From a pocket he takes out a dull red gem, no bigger than a fig stone, and presses it gently against the hilt of your Weapon. To your surprise, you see the gem sink into the hilt as easily as if Banedon were pressing it into a pat of warm butter.

‘The gem is a Dessi Stone,’ says Banedon, in answer to your unspoken question. ‘Lord Rimoah gave it to me. Now, I give it to you. Whenever you use this Weapon in combat against a non-living foe, the power of the Dessi Stone will help you achieve swift victory.’ Banedon returns your Weapon and you examine the Dessi Stone carefully for a few moments before sheathing it in your belt.

With the Dessi Stone fitted into its hilt, your Weapon now inflicts double ENDURANCE point losses against an undead opponent in combat. Be sure to record this permanent modification to your Weapon on your Weapons List.

To continue, turn to 22.

221

You stagger to your feet and try to get away but your escape is quickly thwarted. The creatures glide swiftly across the snow and block your escape route, forcing you to face them in a desperate hand-to-hand combat.

If you possess the Sommerswerd and wish to use it, turn to 167.

If you do not possess this Special Item or choose not to use it in combat against these creatures, turn instead to 130.

222

You barge your way through the skeletal warriors and escape into a maze of dark corridors. The breathtaking speed of your action leaves them sprawled helplessly on the ground and, by the time they have untangled themselves and staggered to their feet, you are nowhere to be seen.

When you are sure that you are not being followed, you pause for a few moments to use your Magnakai skill of Nexus in an attempt to determine the location of your missing weapons and equipment. You sense they are not too distant and, guided by your feelings, you go off along an adjoining passageway in search of them.

The dingy, ice-caked tunnel wends its way deeper into the bowels of this vast alien vessel. You explore a series of empty holds, where the walls are braced with gleaming crystal girders, and pass through low-ceilinged chambers that, despite the biting chill, reek of death and decay. At length your search ends at a great grey door which is guarded by two undead Drakkarim warriors, armed with spears. The noises you heard earlier have now ceased, and so has the movement of the vessel; you sense that this craft is no longer at sea.

From the cover of a curving crystal bulkhead, you spy silently upon the Drakkarim guards while you consider your next move.

If you wish to attack the guards with your bare hands, turn to 243.

If you choose instead to use your Magnakai mind Disciplines upon the guards, turn to 336.

223

You sense that the wisps of black smoke are a manifestation of several evil beings, each possessed of a strong psychic presence. Fearing attack, you quickly draw upon your Kai Mastery to construct a Mindfort to protect yourself from psychic assault. It is a wise precaution. Moments after the Mindfort is in place, the wisps streak across the chamber and encircle your body. They accelerate to a dizzying speed before launching a massive wave of psychic energy at your mind. Fortunately for you, this tidal wave crashes against the walls of your Mindfort and dissipates harmlessly into a thousand motes of light.

Turn to 283.

224

You take the ship's wheel and turn this alien vessel out of the narrow harbour, into the roiling waters of the Tozaz Sea. It is less than an hour past noon and yet the winter night has already closed in. You share the icy darkness with a crew of six Lencian outposters, all of whom have volunteered for this perilous mission. Lanza has ordered them to land you on the coast of Ixia and wait at anchor for seven days for you to return; they must wait no longer.

With ten miles of sea behind you, you hand over the wheel to one of the crew and settle down on the wheelhouse floor to sleep. But you have barely closed your eyes when the deck begins to buck like a stallion. The ship has sailed directly into a saesha — a sudden and violent sea-storm for which the Tozaz is infamous. Thunder roars and sleet blows with blinding ferocity as the ship dips and rolls in the waves.

After what seems like an eternity, the ship emerges from the storm — a storm against which few craft other than this could have sailed. The darkness gives way to an eerie dawn which casts its watery light upon a new danger. In the grey half-light you see thousands of icebergs ahead, stretching across the horizon as far as the eye can see. Your heart sinks — navigating a course through this icy maze could well prove impossible.

If you wish to take control of the ship's wheel as you approach the field of icebergs, turn to 51.

If you wish to go forward to the prow and act as ship's pilot, turn to 189.

225

Chunks of rock and crystal are raining down on your head from above, and what little remains of the stairs on which you are standing is fast crumbling away. You must act quickly to save yourself before this entire stairwell disintegrates and plummets into the hall below.

If you possess a Rope (oiled or otherwise), turn to 246.

If you do not, turn to 344.

226

You take up one of the crystal swords and examine it. It is a fine blade, but one that was not crafted for a human hand. You replace it in the rack before leaving this chamber and climbing the stairs to the ice-cavern. Here you wait in the shadows for a chance to escape by the only other exit — the open archway in the east wall.

Turn to 7.

227

The dozen or so winged creatures that surround the ailing Tagazin appear to be urging him on towards the Shadow Gate. Your hopes of returning to your home world rose when first you saw the whirling vortex, but now a familiar sensation of fear returns to chill your blood. The thought occurs to you that if Tagazin should enter the Shadow Gate before you, the dragon-creatures may be able to close it behind him and deny you the chance of ever escaping from this evil domain. It is a risk you cannot afford to take.

Drawing your weapon, you race along the track in pursuit of the Demonlord, grimly determined to prevent him from reaching the Shadow Gate alive.

If you possess Assimilance, turn to 347.

If you do not possess this Discipline, turn to 38.

228

The instant you strike the final blow that consigns the Ziog to its doom, it drops to the deck and crumbles like ancient parchment.

An unhuman cry arises from the skeleton horde grouped on the quay. They come charging down the gangplank towards you, hungry for vengeance. Instinctively you draw your weapon and strike the plank a mighty blow. The wood splits cleanly in two and both sections collapse, dumping the onrushing skeletons unceremoniously into the harbour's freezing water.

If you wish to examine the Ziog's remains, turn to 88.

If you do not wish to approach the Ziog's body, turn to 329.

229

When you reach the stone roof, you notice an opening at its centre, partially overgrown with barbed creepers. A closer look reveals a flight of steps, thick with slime, which descend into the darkness of the building which now lies trapped below the surface of the swamp. You are peering into this hellish gloom when suddenly your Kai senses alert you to an approaching threat.

Illustration XIV—A horde of bloated corpse-things, humanoid horrors, and skeletal warriors approaches you.

You spin around to see a horde of monstrous shapes come streaming along the mossy ridge which you have just travelled. Bloated corpse-things jostle with humanoid horrors and skeletal warriors whose bones are gnawed with decay. It is a ghastly sight — a regiment of Chaos-creatures, drawn here by the scent of human prey. You shiver with dread, for clearly you are the prey they seek.

If you wish to evade these approaching Chaos-creatures by descending the steps inside the sunken stone building, turn to 259.

If you choose to stand and fight the advancing horde, turn to 145.

230

You recite the words of the Brotherhood Spell Strength, and within seconds, your body surges with newfound energy. You increase your pace until you are running at three times your previous speed. Within a matter of seconds you close upon Tagazin, your weapon drawn in preparation to strike at him as you pass by, but the Demonlord sees that he can no longer outdistance you and he stops to block your path. He is weaker than before, but he has lost none of his devilish cunning.

As you come to within striking distance, suddenly he leaps at your chest and brings you crashing to the loamy ground.

Demonlord Tagazin (injured): COMBAT SKILL 45   ENDURANCE 45

This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

Conduct this combat for one round only.

If Tagazin is killed outright during this single round of combat, turn to 33.

If he is not, turn to 301.

231

You hit the snow and roll beneath the ice-shelf barely seconds before the leading edge of the avalanche comes roaring down. Tons of rock and ice engulf your shelter, causing part of it to collapse and trap your feet: lose 5 ENDURANCE points.

When at last the terrible roaring ceases and, somewhat to your surprise, you realize that you are still alive, you begin the slow and laborious process of digging yourself out of this icy tomb.

Turn to 179.

232

You hit the floor with a numbing jolt that takes your breath away, and leaves you partially concussed: lose 5 ENDURANCE points.

If you survive this fall, turn to 36.

233

You are about to turn away from the window and engage Captains Lanza and Prarg in conversation, when suddenly a loud, discordant bell rings out from above. The sound transfixes Lanza's face with shock.

‘By the gods!’ he splutters. ‘It's the alarm bell — we're under attack!’

Turn to 181.

234

You project a powerful blast of Kai-surge at the group but, to your dismay, it does not affect them.[14] One of the target creatures utters a sound that resembles a mocking laugh and, from a pocket of its tattered black robe, it draws a silvery rod which it levels at your head. Reflexively you dive for cover, avoiding certain decapitation as a searing bolt of energy surges from its tip. It passes within inches of your back before impacting against a distant pillar of crystal.

As you scramble to your feet, you see all three of the creatures gliding towards you across the snow.

If you wish to attempt to evade these ghoulish attackers, turn to 256.

If you choose to stand and fight them, turn to 35.

[14] It seems logical that you should deduct 1 ENDURANCE point due to this use of Kai-surge.

235

You tear yourself away from the horde and retreat to the stairs. With the hideous gibbering shrieks of the Chaos-creatures echoing in your ears, you hurry down the slime-smeared steps into the claustrophobic depths of this sunken building. At first the alien cries of your pursuers sound hungry and frantic, like those of a ravenous pack of starving wolves denied their prey, but suddenly you realize that they are not cries of hunger at all — they are howls of glee. The Chaos-creatures are enjoying the sight of you rushing headlong to your doom!

You skid to a halt but it is already too late. With chilling abruptness, the slimy stairs open up and you fall feet-first into a deep, dark pit.

Turn to 59.

236

The great alien vessel looms towards your ship, its jaw-like prow hinged open as if in readiness to bite you in half. Then, with stunning swiftness, your entire craft is consumed by this onrushing vessel, swallowed up in its great jaws. There is a moment of deadly silence. Then, in the morbid, greenish gloom, you hear a bubbling rush of icy water echoing through the vast depths of this gullet. With fearful anticipation you unsheathe your weapon, move towards the ship's rail, and then look down. The surrounding seawater is fast draining away, leaving your ship dry-docked upon a long, V-shaped plinth which glistens like polished bone. The bubbling subsides, to be replaced by another noise — the sound of a great portal grinding open. Bright light streams across the deck, blazing down from an archway which is opening close to the starboard bow. Silhouetted in this light are a hundred moving forms, each man-sized and armed with a sword or a spear. A ghastly howl of anger arises from their ranks when they see unexpectedly that the ship is crewed by living men. As the first of their number leap from the arch and crash upon the deck, you recognize their form. Once these creatures were Drakkarim warriors; now they are undead slaves in the service of the Ixian Deathlord. You shout to the Lencians to prepare for battle as the first wave of undead Drakkarim comes surging forwards.

If you wish to stand and fight the first wave of Drakkarim undead, turn to 260.

If you choose to evade their attack, turn to 163.

237

You draw your weapon and fight with blinding speed in order to save yourself from these chittering horrors.

Dentaag: COMBAT SKILL 51   ENDURANCE 38

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the fight, turn to 149.

238

The moment you draw your divine blade, the bodies of your attackers undergo a swift and gruesome transformation. The radiant golden light of your sword washes over them, causing their torsos to implode with dramatic effect. They barely have time to cry out in agony as their twisted remains hit the floor and crumble to dust.

You sheathe the Sommerswerd and step away from the foul-smelling mounds of dust. But as you turn towards the archway that these fell creatures were guarding, you are confronted by a terrifying sight. Framed in the archway is the awesome figure of Deathlord Ixiataaga himself, the Deathstaff raised high in his ungodly hand. He has sensed the presence of the Sommerswerd and he has come to destroy it. Stunned by his awful visage, you fail to react in time to save yourself. You see a flash of white light explode at the tip of the staff and, in the very next instant, you feel agonizing pain shoot through every part of your body. Then an explosion of white-hot fire obliterates your senses and, in a terrifying instant, the light that is your life is snuffed out.

Tragically, you have fallen victim to the Deathlord and his staff of unholy power. Your life and your quest end here.

239

You pray to the God Kai to watch over you as you steel yourself to meet these attacking skeletal warriors.[15]

Ixian Undead: COMBAT SKILL 46   ENDURANCE 55

If you win the combat, turn to 152.

[15] There is no path which leads to this section of the book. It is functionally identical to Section 23 and Section 242, and therefore its isolation does not affect the gameplay of the book. also, in view of Banedon's comments in Section 339, it would seem that you should not use the Sommerswerd in this combat.

240

You advance slowly along the slippery foredeck towards steps which ascend to the raised stern of this alien vessel. Every inch of its coal-black timbers are decorated with strange and intricate carvings, and archaic symbols embellish the metal rails which encircle its gunwales. Drawing on your Grand Master Disciplines, you determine that this vessel was not constructed by the unhuman creatures who crewed it, but that it is an ancient ship, built and crafted by a race of mariners who have long since disappeared into the mists of time. Closer examination of the timbers reveals it to be more than eleven thousand years old.

You climb to the wheelhouse, which stands in the centre of the stern deck, and discover there a large, glassy sphere mounted upon an ornate base of glittering black stone. A low hum and a faint greenish glow radiate from this sphere, which in turn is connected by silver tubes and strands of braided metal to the wheel which steers the craft. After careful study of the controls you feel confident that you could sail the vessel.

Prarg enters the wheelhouse and announces that, having thoroughly searched the bow and below deck areas, he is sure that it is empty — no hidden enemies are lurking aboard.

‘Well, Grand Master,’ he continues, staring bemusedly at the strange workings of this craft, ‘this is a rum craft and no mistake. Are you sure it can carry you to Ixia?’

‘Yes, I'm sure,’ you reply. ‘In fact I'm certain that it will be safer to sail the Tozaz in this ship than to attempt the crossing in any ice-boat bearing the Lencian flag.’

Prarg looks out of the wheelhouse window at the sunken remains of the ice-boat, and says: ‘I hope you're right, Grand Master. I sincerely hope you're right.’

Turn to 18.

241

Using your Magnakai skills, you magnify your vision in order to better see the new enemy that is descending towards you from out of the sky. However, despite your visual ability, they are too distant for you to be able to make them out clearly. All you can discern is that they are accelerating at an ever-increasing rate.

You increase your own pace, determined more than ever now to reach the Shadow Gate before either Tagazin, or his new wave of helpers, can stop you.

If you possess Kai-alchemy and have attained the Kai rank of Sun Knight or higher, turn to 53.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 185.

242

You say a brief prayer to the Goddess Ishir, beseeching her to watch over your soul as you get ready to engage the attacking skeletal warriors.

Ixian Undead: COMBAT SKILL 46   ENDURANCE 55

You cannot evade this combat and must fight these enemies to the finish.[16]

If you win the combat, turn to 152.

[16] In view of Banedon's comments in Section 339, it would seem that you should not use the Sommerswerd in this combat.

243

Using your Kai camouflage skills, you inch your way closer and closer to the two undead guards. You are less than ten feet from the great grey door when suddenly they react to your presence. They spring into animation and come rushing towards you with their spears levelled at your chest.

Illustration XV—The two undead soldiers rush towards you.

Drakkarim Undead: COMBAT SKILL 34   ENDURANCE 42

Without weapons or equipment you have no choice but to fight this enemy unarmed. (Remember to make the appropriate adjustments to your COMBAT SKILL.)

If you win the combat, turn to 63.

244

Hurriedly you draw an Arrow and take aim at the nearest insectoid. You attempt to place your missile into its eye, but as it whistles towards the creature, it twists its head and your shaft misses its mark by barely an inch. You curse your luck as the Arrow glances off its shell to shatter uselessly against the far wall.

There is no time for a second shot. Dropping your Bow, you quickly unsheathe a hand weapon and brace yourself to meet their determined attack.

Turn to 261.

245

You draw upon your Magnakai mind-defences to shield yourself from the debilitating effects of the evil which is radiating from the Crystal Spire. Your psychic skills protect you, but not completely: lose 5 ENDURANCE points.

To continue, turn to 330.

246

Quickly you retrieve your Rope from your pack and secure one end of it around a fallen pillar. Then you cast the free end down into the hall below and begin your descent. Unfortunately, your Rope runs out before you reach the floor, leaving you suspended twenty feet above the hall's rubble-strewn tiles.

A jolt runs through the Rope, warning you that the pillar to which you secured it is about to come crashing down. Anxiously you scan the floor below, looking for a clear place to land.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have chosen.

If your total is now 0, turn to 5.

If it is 1–2, turn to 126.

If it is 3 or higher, turn to 276.

247

You retreat hurriedly from the onrushing horde and evade them by descending a stair which leads down into the ship's hold. Above, you can hear the frenzied shouts of the Lencian crewmen as they are engaged by the undead Drakkarim in fierce hand-to-hand combat around the ship's wheelhouse. Then the clatter of steel-shod boots on the steps alerts you to the fact that the Drakkarim have not given up the chase. As they begin to descend, you quickly scan the gloomy hold for a place to hide.

If you possess Assimilance, turn to 208.

If you do not possess this skill, turn to 26.

248

Having heard your question, King Sarnac turns to Ardan and says: ‘My lord, perhaps you could say something to allay Grand Master Lone Wolf's fears?’

‘Certainly, sire,’ replies Lord Ardan, turning to address you.

‘My lord, as Guildmaster Banedon may already have told you, the coast of Ixia is a hellish place. The ice-boat will be able to anchor in this region for seven days at most. If you do not return within this time, it will be forced to go back to Azgad Island. But do not let this cause you undue concern, my lord. At present there is a great imbalance between the forces of Good and Evil in our world, yet upon the instant that you defeat the Deathlord and destroy his staff of power, this balance will surely be resumed. I, like my kinsman Lord Rimoah, will know the moment that the balance has been righted. If your quest takes longer than one week to accomplish, the ice-boat will be sent out once more to collect you from Xaagon.’

Turn to 140.

249

Beyond the grand archway you discover a massive high-ceilinged antechamber. The walls of this vast circular hall are lined with human-like figures who, were it not for the frigid whiteness of their skin, would appear to be sleeping while on guard. Opposite the entrance you see another open archway, this one filled by a shimmering curtain of light. You sense that beyond it lies the way to the upper storeys of the spire, to the place where the Deathlord resides.

If you possess the Discipline of Telegnosis, turn to 333.

If you do not possess this Discipline, turn to 17.

250

From a vantage point on a rocky, snow-swept ridge, you watch the stupendous spectacle that is the fall of Xaagon. One by one, its walls, buildings, and crystal towers implode and collapse until less than a handful remain. When the destruction is over, the black skies brighten and the fierce electrical storms abate. For the first time in ten thousand years, sunlight pierces the perpetual cloud cover of Ixia and brings warmth to this frozen land.

Greatly heartened by the success of your mission, you set off westwards and retrace your original route through the mountains to the ice-caverns on the southern coast. When you arrive there, you are greeted by an unmoving tableaux of skeletal warriors, each one frozen in the action it was performing at the time of the Deathlord's destruction. You are eager to return to Fort Azgad as soon as possible, and to this end, you descend to the underground lake where the Ixian ice-boats are moored.

Turn to 162.

251

You swivel the pantard around and pull the firing lever. The heavy iron bolt screeches through the air towards the great glassy sphere. However, moments before impact, the target is suddenly blocked by a host of undead warriors that come surging out of the wheelhouse. The bolt rips through their densely-packed ranks, shattering more than a dozen skeletal bodies, but in so doing it is deflected from its chosen target; the sphere survives intact. Before Prarg can reload the pantard, a shimmering metallic plate rises up from out of the decking and blocks the sphere from your sight.

‘It's no good!’ you shout to Prarg. ‘We'll need more than a pantard to repel this dark tide.’

‘Look there, Grand Master!’ retorts Prarg. He is pointing to the Lencian ice-boat and his face is blanched with shock. The invading undead have begun to swarm aboard the vessel and it is clear by their actions that they intend to destroy and sink it.

‘Stay here, Prarg, and cover me with the pantard!’ you cry, as you turn and run for the stairs. ‘They must be stopped!’

Turn to 310.

252

The moment you deal Tagazin your single, fatal blow, his body shatters into a million frozen pieces which cascade like an opaque crystal waterfall to the ground. You step back from his smashed remains and look skywards to see the second wave of Lavas come screaming out of the clouds. The sight makes you take to your heels. You run the remaining few yards towards the Shadow Gate and, before the leading Lavas can block your path, you dive headlong into its spinning core.

Turn to 200.

253

You lower your head and tug your cloak closer about your shoulders as you climb stoically towards the distant cave. You are within a few dozen yards of its inviting entrance when suddenly a crackling arc of lightning streaks down and hits you between the shoulder blades. The impact burns a hole clean through your Backpack and hurls you face-first into the snow and ice.

If you possess the Discipline of Grand Huntmastery and have reached the Kai rank of Sun Thane, turn to 312.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 184.

254

‘Hold, fell demon!’ you shout, hoping to arrest his determined advance, but Tagazin merely sneers with disdain at your command. He stalks closer and you see knife-sharp talons extending from his hairless paws. From the gruesome expression on his face, clearly he is relishing the thought of rending you limb from limb. As you reach for your weapon, you consider using your psychic skills to preempt his imminent attack.

If you possess Kai-surge and have attained the rank of Sun Lord or higher, turn to 123.

If you possess Kai-surge but have yet to attain this level of Kai Mastery, turn to 216.

If you do not possess Kai-surge or decide against using this Discipline, turn instead to 294.

255

You steer the ship cautiously along a string of narrow fjords which cut an uncertain route through this treacherous field of icebergs. Your hands, slick with nervous sweat, grip the wheel tightly and inch it back and forth in response to the pilot's frantic signals. It is a gruelling ordeal which takes its toll on the nerves of all aboard. Every few minutes your vision is obscured by gusts of powdery snow which swirl across the deck, blown down from the tops of the surrounding ice cliffs. During one of these fierce blasts you lose sight of the pilot and are forced to rely solely upon your Kai instincts to see you through.

Suddenly the incessant howl of the wind is accompanied by the tortured screech of the hull as it skims a bank of submerged ice. The impact sends the ship careering violently to port and hurls you head-first against the wall of the wheelhouse: lose 2 ENDURANCE points.

To continue, turn to 302.

256

You dive over a wall and across a mound of ice and rubble in order to evade the creatures. Then, as you spring to your feet and sprint away, you draw on your Magnakai skills of camouflage and psychic defence to increase your chances further. It is a wise move; the black-robed horrors give chase but they soon lose your trail as you make your way deeper into the ruins of Xaagon.

Turn to 270.

257

You dive to avoid the onrushing Demonlord but your reactions are too slow. He catches you with the tip of his spiked helm and you feel agonizing pain shoot through your body. Then an explosion of a white-hot fire obliterates your senses and, in a terrifying instant, the light that is your life is snuffed out.

Tragically, you have fallen victim to a helm of power, forged and fashioned by the Dark God Naar. Your life and your quest end here on the Plane of Darkness.

258

Patiently you attempt to manipulate the lock mechanism using the power of your mind alone. Your patience is finally rewarded by a loud click, and the ice-caked door creaks slowly open.

Beyond it you see a dark and empty corridor. Before leaving the cell you pause for a few moments to use your skill of Nexus once more, in an attempt to determine the location of your missing weapons and equipment. You sense they are distant but, guided by these feelings, you enter the corridor and go in search of them.

The dingy corridor wends its way deeper into the bowels of this vast alien vessel. You explore a maze of empty holds, where the walls are braced with gleaming crystal girders, and pass through low-ceilinged chambers that, despite the biting chill, reek of death and decay. At length your search ends at a great grey door which is guarded by two undead Drakkarim warriors, armed with spears. The noises you heard earlier have now ceased, and so has the movement of the vessel; you sense that this craft is no longer at sea.

From the cover of a curving crystal bulkhead, you spy upon the Drakkarim guards while you consider your next move.

If you wish to attack the guards with your bare hands, turn to 243.

If you choose instead to use your Magnakai mind Disciplines upon the guards, turn to 336.

259

With the hideous gibbering shrieks of the Chaos-creatures echoing in your ears, you hurry down the slime-smeared steps into the claustrophobic depths of this sunken building. At first the alien cries of your pursuers sound hungry and frantic, like those of a ravenous pack of starving wolves, but suddenly you realize that they are not cries of hunger at all — they are howls of glee. The Chaos-creatures are enjoying the sight of you rushing headlong to your doom!

You skid to a halt but it is already too late. With chilling abruptness, the slimy stairs open up and you fall feet-first into a deep, dark pit.

Turn to 59.

260

As the first line of screeching Drakkarim hurl themselves forwards, you advance to meet their attack, your weapon dealing them destruction in a wide arc. Resistance meets your weapon's keen edge, though it is not the touch of armour or flesh. Your powerful blows shear through Drakkarim bodies with the sickening feel of clinging jelly. It is as if you are fighting against a horde of bloodless phantoms possessed of a rubbery strength in their rotting, wasted limbs. The first line falls, but a second is poised ready to throw itself upon you with a mindless fury.

Drakkarim Marines (undead): COMBAT SKILL 42   ENDURANCE 42

These undead beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat in five rounds or less, turn to 37.

If you win the combat in six rounds or longer, turn to 124.

261

When the insectoids come to within a body's length of where you stand, suddenly their shiny black shells sprout masses of razor-sharp spines. The leading creature, the one who survived your Bow fire, emits a high-pitched screech; it is the signal to attack.

As one, the creatures leap into the air and fall upon you from above. Desperately you twist and dodge to avoid being crushed beneath their heavy, spiky bodies.

If you possess the Sommerswerd, turn to 160.

If you do not possess this Special Item, turn to 43.

262

Your Kai Mastery warns you that the rod is ready to discharge another blast of energy. If you touch this sorcerous weapon, it is you who will be the victim of the blast.

Aware of the danger, you quickly pull your hand away. Instead of retrieving the rod, you change direction and barge your way head-first through the skeletal warriors who are blocking the door. The speed of your action leaves them sprawled helplessly on the ground and, by the time they have untangled themselves and staggered to their feet, you are nowhere to be seen.

You escape along a dark corridor and, when you are sure that you are not being followed, you pause for a few moments to use your Magnakai skill of Nexus in an attempt to determine the location of your missing weapons and equipment. You sense they are not too distant and, guided by your intuition, you go off along an adjoining passageway in search of them.

The dingy, ice-caked tunnel wends its way deeper into the bowels of this vast alien vessel. You explore a series of empty holds, where the walls are braced with gleaming crystal girders, and pass through low-ceilinged chambers that, despite the biting chill, reek of death and decay. At length your search ends at a great grey door which is guarded by two undead Drakkarim warriors, armed with spears. The noises you heard during your time in the cell have now ceased, and so has the movement of the vessel; you sense that this craft is no longer at sea.

From the cover of a curving crystal bulkhead, you spy silently upon the Drakkarim guards while you consider your next move.

If you wish to attack the guards with your bare hands, turn to 243.

If you choose instead to use your Magnakai mind Disciplines upon the guards, turn to 336.

263

Before the sundered remains of your enemies can merge and reform, you kick them into the pit where they are consumed by the creatures which lurk 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.

264

You follow Captain Lanza as he races down to the base of the watchtower and hurries off along the slate-cobbled avenue which leads directly to the harbour. As he runs he curses and barks orders at the garrison soldiers who are fleeing from the quay, but they are wide-eyed with terror and all appear deaf to his commands. As you reach a bend in the road, you see the great black ship shuddering to a halt alongside the harbour wall. Instantly, a horde of undead warriors leap onto the quay and come rushing in pursuit of the routing Lencians. Their eyes burn with an unnatural fire and they howl like unchained demons as they mercilessly hunt their human prey.

Lanza manages to rally a dozen of his best men to form a defensive line across the narrow avenue. With their shields overlapping and their swords poised ready to thrust, they brace themselves to receive the first wave of undead. The pugnacious captain shouts words of encouragement to stave off their fear but it is clear to you that every single one of them is terrified. Their faces are drenched with sweat despite the biting cold.

With a hideous howl, the advancing mass of undead fall upon their line, hacking and stabbing at their shield-wall with their rust-dulled blades. The Lencians fight back furiously, shattering bones and cleaving skulls, but they are forced to give ground before the pressing onslaught.

Illustration XVI—The Lencian's sword is corroded by the creature's foul blood.

Then, from the midst of the enemy ranks, a grisly creature clad in mouldering black robes comes bursting through the shield-wall. A Lencian turns to thrust his sword into the creature's wormy flesh. His attack releases a gout of venom and instantly his sword crumples — corroded by the foul blood. The venom splashes him and he falls screaming to the ground, clutching at the smouldering stump that was once his hand. The creature howls with malicious glee as it leaps over his writhing body. It rushes towards you, its eye sockets blazing and its black claws extended to rake your flesh.

Cabalah: COMBAT SKILL 47   ENDURANCE 45

This undead creature is immune to Mindblast, Psi-surge, and Kai-surge.

You may escape from this creature after three rounds of combat by turning to 76.

If you stay and win the fight, turn to 209.

265

As you approach the curtain of light, your senses scream a warning that you are in dire peril. With difficulty you suppress your natural instincts and force yourself to step into the light; instantly a wave of acute pain washes through your body as the curtain of shimmering radiance swallows you up. You writhe in agony as gravity releases its hold on your body, and you feel yourself begin to rise: lose 10 ENDURANCE points.

You are on the threshold of unconsciousness when suddenly the light fades and you find yourself kneeling on a floor of black crystal, staring at the reflection of your pain-wracked face in its highly-polished surface. Wearily you raise your aching head and see, to your horror, a trio of undead creatures scurrying towards you from an open archway. They have barbed tridents clasped in their corpse-green hands, held raised in readiness to pin you to the floor.

If you possess a Bow and wish to use it, turn to 287.

If you possess Kai-surge and wish to use it, turn to 96.

If you cannot, or if you choose to use neither of the above, then turn to 64.

266

Determinedly you battle your way through deepening snow and sleeting crosswinds to reach the remnants of Xaagon's west gate. This once-magnificent portal lies scattered in pieces around the open archway of a twin-towered barbican. As you approach the arch, you catch brief glimpses of the city's ruined buildings through the driving sleet. You also become aware of a noise — a low hum — reverberating beneath the howl of the wind. You pause briefly to listen and determine at once that this strange noise comes from the direction of the Crystal Spire.

Warily you press on towards the barbican, your eyes peeled all the while for guards. You are within a few yards of the archway when suddenly your Kai Sixth Sense alerts you to danger. Moments later, a dozen undead Drakkarim warriors come looming out of the storm, marching two abreast towards the west gate arch. To avoid detection you quickly sidestep into a shadowy portal at the base of the barbican wall. Here you discover a flight of stone steps which ascend to a derelict chamber that once served as a guardroom.

If you possess Grand Pathsmanship, turn to 202.

If you do not possess this Discipline, turn to 107.

267

The undead warriors carry out a thorough search of the hold, passing several times within inches of where you are hiding, yet they fail to find you; your Kai Mastery keeps you safe from detection. As you wait patiently for them to leave the hold, your thoughts are with the Lencian crewmen. The sound of fighting on the deck above has ceased and you are fearful that all the crew may have been slain by these merciless enemies.

If you wish to follow the undead when they leave the hold, turn to 186.

If you choose to stay hidden in the hold, turn to 314.

268

You draw your weapon and throw it at the glass dome. It shatters the dome on impact, releasing a crackling halo of energy which quickly dissipates. You retrieve your weapon and quickly snatch up the key, taking care not to touch the plinth on which it lies. (Record the Onyx Key on your Action Chart as a Special Item, which you carry in the pocket of your tunic.)

Having obtained the key you now try it in the door and find that it fits perfectly. You give it a gentle twist, confident that it will unlock this door and allow you access to whatever lies beyond.

Pick a number from the Random Number Table.

If the number you have picked is 0–6, turn to 50.

If it is 7–9, turn to 6.

269

You land badly, breaking your legs and your pelvis and rendering yourself incapable of moving. Concussed and in great pain, you attempt to draw on your healing skills to mend your broken bones. Unfortunately, before your bones have healed sufficiently for you to be able to go on, you are crushed to death beneath a deluge of falling rock and crystal.

Your incredible courage has brought about the defeat of the evil Deathlord Ixiataaga, saving untold millions of living souls from an eternity of slavery in his service. So long as there is Good upon Magnamund you will never be forgotten. Sadly, though, death is the price you have paid for this victory. Your life and your quest end here in the Crystal Spire of Xaagon.

270

Soon you stumble upon a ruined watchtower where you stop to rest awhile and get your bearings. Through a hole in the tower's dull, glassy wall, you can see the wide stone ramp which services the archway entrance of the great Crystal Spire. Hidden from sight, you observe the traffic of undead warriors passing through this grand archway. The low hum that you detected earlier is much louder here, almost painfully so. Its concussive vibration is so strong that it leaves ripples in the snow.

You crane your neck to look at the uppermost tip of the spire, and you shiver with dread when you detect the unmistakable presence of the Deathlord. His cloying aura of evil makes you break out in a cold sweat, but you fight back this fear and resolve to gain entry to the Crystal Spire; you are determined to defeat him. Patiently you wait, crouched in the rubble of the ruined watchtower, observing his undead slaves come and go. During this time, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 335.

271

You climb out of the forward hold and hurry along the deck to a flight of steps which ascend to the raised stern. A wheelhouse stands in the centre of the stern deck, inside of which you find Prarg examining a large glassy sphere mounted upon an ornate base of glittering black stone. A low hum and a faint greenish glow radiate from this sphere, which in turn is connected by silver tubes and strands of braided metal to the wheel which steers the craft.

‘What do you make of this, Grand Master?’ says Prarg, inviting you to take a closer look. You inspect the devices and determine them to be the propulsion and steering mechanisms. After careful appraisal of the controls you determine that you could easily sail the vessel.

‘Well, Grand Master,’ he says, staring bemusedly at the strange workings of this ship, ‘this is a rum craft and no mistake. Are you sure it can carry you to Ixia?’

‘Yes, I'm sure,’ you reply. ‘In fact I'm certain that it will be safer to sail the Tozaz in this ship than to attempt a crossing in any ice-boat bearing the Lencian flag.’

Prarg looks out of the wheelhouse window at the sunken remains of the ice-boat and says: ‘I hope you're right, Grand Master. I sincerely hope you're right.’

Turn to 18.

272

Using your advanced mastery, you magnify your vision in order to see better the new enemy that is descending towards you from out of the sky. As the images grow larger, you see that the leading Lavas is holding an item which radiates an intense aura of evil power. At a distance it appears to be a large metal bowl with a sharp spear of crystal fixed to its underside. Unsure of its purpose, you hazard a guess that it is some kind of weapon that the Lavas leader intends to use against you.

Driven by fear, you increase your own pace, determined more than ever now to reach the Shadow Gate before either Tagazin, or his new wave of helpers, can stop you.

If you possess Kai-alchemy and have attained the Kai rank of Sun Knight or higher, turn to 230.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 3.

273

Having used Brotherhood magic to assist your climb you now call on it again to aid your descent. The spell Slow Fall enables you to glide smoothly to the coal-black floor. A few whispered words cancel its effect and you hurry away towards the shadowy exit.

Turn to 300.

274

Moments from losing consciousness, you propel yourself upwards and break through the surface of the lake to gulp air into your burning lungs. On the jetty, a black-clad being is distracted by the sound of a distant splash. It turns its head and stares in your direction, its fiery eyes aglow like two red-hot coals. Hurriedly you inhale and dive below the surface, praying all the while that you have not been seen.

Pick a number from the Random Number Table. If you possess Assimilance, Grand Huntmastery, or Grand Pathsmanship, add 2 to the number you have picked.

If your total score is now 5 or lower, turn to 116.

If it is 6 or higher, turn to 157.

275

You remove your hand from the Sommerswerd and draw another 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 this mysterious beast: the sight is 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.

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 combat with this undead creature at any time after the fourth round by turning to 56.

If you win the fight, turn to 16.

276

You hit the floor with cat-like grace, roll over to lessen the impact, and regain your feet — all in one balanced movement. The damage you sustain is minimal: lose 1 ENDURANCE point.

To continue, turn to 36.

277

The creature leaps from the gangplank onto the deck and thrusts the tip of its icy rod at your face. You parry its attack with the Sommerswerd and a flash of hissing sparks explode when the two formidable weapons collide.

Ziog: COMBAT SKILL 48   ENDURANCE 42

This undead creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 70.

278

On reaching the stone roof, you notice an opening at its centre which is partially overgrown with barbed creepers. You rip away this foliage, taking care not to scratch yourself on the poisonous barbs, and discover a flight of steps, thick with slime, which descend into the dark interior of the sunken building.

Unfortunately, your preoccupation with the stairway distracts you from an imminent danger. Suddenly your Kai senses alert you to the threat, and when you spin around, you find yourself facing a horde of monstrous shapes. Bloated corpse-things jostle with humanoid horrors and skeletal warriors whose bones are gnawed with decay. It is a ghastly sight — a regiment of Chaos-creatures, drawn here by the scent of human prey. You shiver with dread for clearly you are the prey they seek.

They have come streaming along the same mossy ridge that you travelled, hungrily following your scent trail. But now they are on the roof and, with frightening speed, they charge towards you. Gibbering and howling like demons, they hurl themselves upon you in a desperate attempt to slay you with fang and claw.

Chaos Horde: COMBAT SKILL 48   ENDURANCE 50

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

You may evade this combat after six rounds by turning to 235.

If you win the fight, turn to 190.

279

You draw upon the strength of your mind to fuel a ball of psychic energy. The ghoulish Drakkarim are at arm's length when you fire this burning ball of power into their midst. There is a white-hot flash and three crumble instantly to dust — the rest are knocked down by the blast of its psychic shock wave.

You raise you weapon and rush for the stairs, but to your shock and surprise, the Drakkarim undead rise swiftly and leap upon you from all sides.

Undead Drakkarim Search Party (in psychic shock): COMBAT SKILL 20   ENDURANCE 40

These beings are sensitive to all forms of psychic attack; double all normal bonuses.

If you win the fight, turn to 79.

280

You dive and roll across the floor to avoid the onrushing bolt of energy. The massive flame-ball passes over your back and explodes at the far end wall of the chamber with devastating effect. It tears open a hole in the steel-hard crystal wall more than ten feet in diameter, and it fills the air with razor-sharp shards. Yet, due to your swift reflexes, you suffer only minor injuries: lose 1 ENDURANCE point.

As you spring to your feet, you suddenly see an opportunity to seize the initiative and carry the attack to the Deathlord.

Turn to 12.

281

You unshoulder your Bow and let fly an Arrow at the nearest robed creature. The shaft arcs through the snowy sky and hits the target but, to your dismay, it passes clean through and splinters harmlessly against a distant wall.

The target creature utters a sound that resembles a mocking laugh. From a pocket of its tattered robe it draws a silvery rod and levels it at your head while its ghoulish companions circle around in an attempt to get behind you. Reflexively you dive for cover, avoiding certain decapitation as a searing bolt of energy surges from the tip of the rod. It passes within inches of your back before impacting against a pillar of crystal, the resultant explosion peppering you with splinters: lose 2 ENDURANCE points.

You scramble to your feet and run but your escape is thwarted by the creature's two companions. They block your path and you are forced to take on all three of them in a desperate hand-to-hand fight.

3 Cabalah: COMBAT SKILL 53   ENDURANCE 54

These undead creatures are immune to Mindblast, Psi-surge, and Kai-surge.

You may evade this combat after four rounds by turning to 41.

If you win the fight and you used the Sommerswerd, turn to 173.

If you win the fight without using the Sommerswerd, turn to 293.

282

Banedon reaches to a small wooden box which lies half-buried on a shelf choked with scrolls and charts. He blows away a film of dust, and then hands you the box and asks you to open it. Inside you discover a small platinum disc strung upon a loop of braided cord.

‘Take the amulet, Lone Wolf — it is a protection from evil. You may need to draw upon its power when you reach Ixia.’

You do as your friend requests. Then you close the lid and hand him the empty wooden box.

(Record this Platinum Amulet, which you wear around your neck, as a Special Item on your Action Chart. You need not discard another item in its favour if you already possess the maximum number permissible.)

Turn to 57.

283

Frustrated by their inability to destroy you psychically, the wispy beings retreat to the far side of the chamber where they solidify into six bodily forms. They have taken on the appearance of large, spindly-limbed, black insectoids, each with a ghoulish head from which composite eyes stare at you with evil intent. Chittering excitedly, the six creatures come stalking forwards, hungry for the kill.

If you wish to attempt to evade these hideous insectoids, turn to 98.

If you have a Bow and wish to use it, turn to 244.

If you choose not to evade them or make use of a Bow, turn instead to 115.

284

You pilot the ship cautiously along a string of narrow fjords which cut an uncertain route through this treacherous field of icebergs. Using hand signals and telepathy, you send directions to the helmsman at the stern of the ship. It is a gruelling ordeal which takes its toll on all aboard. Every few minutes your vision is obscured by gusts of powdery snow which swirl across the prow, blown down from the tops of the surrounding ice cliffs. During these fierce blasts you often lose sight of the way ahead and are forced to rely solely upon your Kai instincts to see you through.

The wind howls incessantly, accompanied by the tortured screech of the hull as it skims and grazes vast banks of submerged ice. The sounds send shivers of dread coursing down your spine. The crew are also clearly terrified by the noises; they cower beside the ship's rail and stare up at the encroaching walls of ice, mouthing prayers to Ishir, their eyes haunted with fear.

Then, almost without any warning, the snow-laden wind abates and the ship emerges from the iceberg field into the open waters of the Tozaz Sea. The crew give a hearty cheer, relieved that their icy ordeal has at last come to an end. One man pulls the cork from a bottle of black rum which he has been keeping for a special occasion. He takes a mighty swig, and then passes it to you. Just as you are raising the bottle to your lips, unexpectedly you hear one of the crew shout: ‘Ship ahoy!’

Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.

Turn to 195.

285

Twice you attempt to lasso the outcrop without success. You are getting ready to try for a third time when an excruciating pain knifes through your lower right leg. The powerful jaws of the unseen pit beast have closed around your calf, and the creature is now trying to drag you below the surface of the mire.

You drop your Rope (erase this from your Backpack Items list) and reach for your weapon. With the scummy slime lapping at your chin, you stab at the creature's head in a desperate attempt to cut yourself free from its agonizing grip.

Suggaz: COMBAT SKILL 40   ENDURANCE 44

If you win this fight, turn to 67.

286

Your advanced Kai skill detects a secret door concealed in the far wall of this chamber. It is finely constructed, virtually undetectable to the human eye, but a closer examination reveals a raised pimple of rock positioned at its centre. As you reach out to touch it, the heat from your hand activates a concealed catch and the secret door slides silently open, revealing a dark passageway beyond.

If you wish to enter this secret passage, turn to 94.

If you choose to ignore the passage and leave this chamber by the same way you entered, turn to 334.

287

You draw and fire an Arrow at the leading creature. To your horrified disbelief, the shaft passes cleanly through its chest, meeting no resistance whatsoever, and then shatters uselessly against the far wall.

You drop your Bow and unsheathe a hand weapon only just in time to defend yourself from these deathly creatures as they launch a lightning-swift attack.

3 Kajarda: COMBAT SKILL 48   ENDURANCE 42

Kajarda are undead. These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you used the Sommerswerd, turn to 238.

If you win this combat in six rounds or less, turn to 32.

If you win the fight in seven rounds or more, turn to 213.

288

Now your Kai Sixth Sense alerts you to an imminent danger. You react by spinning around in time to see the speared creature tear itself free from the mast. Maniacal with anger, it leaps across the deck at you, flailing the air with its venom-coated claws.

Ziog (damaged): COMBAT SKILL 39   ENDURANCE 32

This undead creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win the combat, turn to 159.

289

Several hours pass before the blizzard dies down sufficiently for you to be able to leave the cave and continue your lonely trek towards Xaagon. You reach the end of the pass where, for the first time, you get a clear view of the Deathlord's dread city. Once, millennia ago, this city had been the home of a brilliant civilization; today the stately crystal palaces and temples of Xaagon are occupied by the lord and host of the evil dead.

Onward you trek, through knee-deep snow and jagged ice, towards the towering walls of Xaagon. The city is dominated by a spire of crystal which stabs the stormy sky, drawing lightning from the black clouds which swirl around its tip. From this needle-sharp point there radiates a crimson glow which sweeps the surrounding landscape. It is like a hellish lighthouse casting baleful crimson beams across a dead sea of ice.

Gradually, as you come within the shadows of Xaagon's outer wall, you see two places where you could gain entry to the city beyond. The first is near to the coast, through a breach in the south wall; the second is through the city's shattered west gate. Neither entrance appears to be guarded.

If you wish to enter Xaagon by the breach in the south wall, turn to 165.

If you choose to enter by the west gate, turn to 266.

290

Your final blow draws a hellish shriek from the skull of Deathlord Ixiataaga, so loud that it batters the walls and shakes the plinth on which you stand. The Deathstaff disintegrates in his skeletal hand and he topples backwards towards the fiery moat. Yet as he does so, his body crumbles into a plume of grey-green dust which is sucked away into the whirling maw of the Shadow Gate, together with the shattering remnants of the Deathstaff.

Your victory over the Deathlord has freed Ixia from an evil which has enslaved its dead for millennia. Now, at last, their tormented souls can find a lasting peace. You have destroyed a great and evil entity, yet by doing so you have also unwittingly removed the power which has kept the ravages of time at bay for thousands of years. Now, time returns to Xaagon.

Eager to leave this place, you leap across the fiery moat and run towards the archway. But as you are passing through it, there is a terrific explosion which shakes the very foundations of the Crystal Spire. Fear grips your heart when suddenly you realize that all of Xaagon is collapsing.

Turn to 196.

291

You decide to ignore the lingering aura of evil and try to get a few hours' sleep, but you find it impossible to rest — the insidious presence torments your mind. You abandon your attempt at sleep and instead you go forward and watch the ship's mighty prow cutting its way through the foaming waters of the Tozaz: lose 2 ENDURANCE points.

Gradually the darkness gives way to an eerie dawn which casts its watery light upon a new hazard. In the grey half-light you see thousands of icebergs ahead, stretching across the horizon as far as the eye can see. You curse your misfortune — navigating a course through this icy maze could well prove impossible.

If you wish to stay here at the prow and act as ship's pilot, turn to 189.

If you wish to return to the wheelhouse and take control of the ship as you approach the iceberg field, turn to 51.

292

The gloomy corridor gradually descends to a platform which overlooks a chamber two storeys deep. Several dozen undead slaves, clad in armour and mouldering robes, are busy toiling here amidst green fires and swirling, noxious fumes. Banks of dials and levers protrude from the chamber walls, indicating that it is from here that the alien vessel is controlled.

Turn to 127.

293

As you strike your killing blows, the creatures crumple to the snow, their bodies undergoing a gruesome transformation. Slowly they implode, twisting and shrinking as they contract, until all that is left are three evil-smelling pools of bubbling black venom surrounded by tatters of cloth.

Hurriedly you sheathe your weapon and run deeper into the ruins, eager to put distance between yourself and the remains of your ghastly foes.

Turn to 270.

294

You stare into the glowing eyes of the approaching Demonlord and steel yourself to meet his certain attack.

If you possess the Sommerswerd, turn to 341.

If you do not possess this Special Item, turn to 75.

295

You flee from the skeletal horde and hide in an empty outbuilding, close to the base of the watchtower, until you are sure the coast is clear. As you emerge from hiding, you hear Captain Lanza's stirring cry ring out above the noise of battle: ‘For Lencia and the House of Sarnac!’ Despite the odds, he and his men have beaten back the enemy and are now within a stone's throw of the quay. You rush along the street, towards the harbour, and join them at a small flagstoned square close to the quayside.

‘Captain — we must save the ice-boat!’ you shout, pointing to the ship which is being attacked by the skeleton horde. ‘Indeed we must,’ he replies, dourly. He draws together a handful of his men to form a protective wall around you and, the moment their shields lock together, you move with them towards the ice-boat.

Twenty yards from the quayside, you break away from their protective wall and sprint towards the ship's gangplank. You are halfway along the plank when you find yourself confronted by a wedge of skeletal warriors, armed with crude axes and swords. Courageously you leap into their midst, striking them down with blurring speed and deadly accuracy. But as the last one falls, its corpse-like body almost severed at the waist, you hear a noise behind you which makes you spin around in fearful expectation.

Turn to 78.

296

Abruptly the ghastly laughter ceases, as if the Deathlord has seen something which has shaken his arrogant confidence in his own invincibility. Your senses tell you that it is the Power Spike — he has recognized that you possess one of the few weapons capable of destroying him. It is a realization that shocks him to the core.

You move forwards, eager to exploit your advantage, but the Deathlord reacts swiftly. He utters a guttural sound and, in the next instant, a massive bolt of energy shoots from the tip of the Deathstaff and comes speeding towards your chest.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked. If you possess Grand Pathsmanship, add 1. If you possess Grand Nexus as well, add 1.

If your total score is now 2 or less, turn to 55.

If it is 3–6, turn to 331.

If it is 7 or more, turn to 93.

297

You move close to the base of the right-hand pillar and take hold of its smooth surface with both hands. Then, aided by your natural agility, you begin to climb towards the narrow gap between the top of the pillar and the ceiling.

The ascent is difficult, made even more so by the fierce energy of the electrical arcing. Its radiant power blisters the exposed flesh on the back of your hands, and down the left side of your face: lose 5 ENDURANCE points.

Turn to 49.

298

For five hours you remain in hiding, listening to the noises which echo through distant parts of the vessel which has swallowed your ship. During this period, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Gradually you become aware that this mysterious craft is slowing down as if in preparation to dock. Anxious to escape, you leave your hiding place and climb the stairs to the deck above. Over the past few hours your shock at having witnessed the unholy resurrection of the Lencian crew has gradually turned to anger. You vow to avenge the souls of the crewmen and draw your weapon in readiness to attack the host of Drakkarim undead who are standing in rows upon the deck. But before you can act, you feel a shudder run through the steps as the host vessel comes lurching to a halt. There is a dull boom and then several portals open in the surrounding wall, spilling beams of white light across the deck of your captive ship. Scores of Drakkarim undead emerge from these portals and descend upon the ship like a host of hungry ghouls. You are forced to abandon your plan for vengeance for there are now far too many of the enemy. Yet all is not lost. In the milling confusion, you seize an opportunity to get away from the ship and escape into one of the many light-filled portals.

Turn to 320.

299

Reluctantly you turn away from the door and descend the steps to the entrance hall below. You are still determined 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 enter the shimmering archway.

Turn to 8.

300

A sense of unease makes you slow your hurried pace as you approach the shadowy opening. The low humming noise, which has been a constant presence ever since you first entered the Crystal Spire, is almost unbearable now. Were it not for your natural Kai defences, your hearing would have suffered permanent damage the moment you passed beyond the two pillars.

Beyond the opening lies a grand yet sinister chamber. Peering into its gloomy recesses, you observe that this chamber was constructed with great skill and care in some distant age. But it is not the rich decorations which hold your attention; it is the whirling circular vortex which hangs on the far wall like some nightmarish, living mural. Your pulse quickens when you look into its spinning core for you recognize immediately that it is a Shadow Gate — an astral doorway to another plane of existence.

Illustration XVII—Freed from the magical prison, Deathlord Ixiataaga takes the Deathstaff in glee.

Your Kai senses quickly become attuned to the powerful psychic residues which linger in this chamber. You notice that several empty coffins lie scattered about the floor and, when you focus upon them, chilling dream-like images form in your mind's eye. You see the accursed Deathstaff emerging from the Shadow Gate. It spins end-over-end and impacts against the heavy stone lid of a coffin, breaking it in two. Its evil power feeds un-life into the mouldering remains of the Ixian Elder lying within and, driven by this ungodly energy, the remains rise up from their stony tomb. The resurrected Ixian bears the Deathstaff to the highest chamber of the Crystal Spire where, imprisoned in a cage of light fashioned by the Elder Magi, stands Deathlord Ixiataaga. The Ixian pushes the Deathstaff through the wall of this shimmering prison and, with a crackling flash, the cage of light vanishes. Freed from the magical prison which has kept him secure for thousands of years, Deathlord Ixiataaga takes the Deathstaff and howls with manic glee as he rejoices in his fateful escape.

The disturbing images fade from your mind, driven away by your Kai Sixth Sense which is warning you of imminent danger. A wispy black vapour is leaking from the circular stone edging which abuts the whirling Shadow Gate. You focus upon these smoky black trails and sense at once that they are alive and that they radiate an aura of evil.

If you possess Kai-screen and have attained the Kai rank of Sun Thane, turn to 223.

If you possess Kai-screen but have yet to attain the Kai rank of Sun Thane, turn to 131.

If you do not possess the Discipline of Kai-screen, turn instead to 24.

301

The second wave of Lavas come swooping down en masse, the terrific beat of their wings forcing you and the Demonlord apart. Shielding your eyes from the stinging dust-choked wind, you look up and see that the Lavas leader is cradling the curious spiked metal bowl in its horny hands. He descends towards Tagazin and inverts it, and suddenly you realize its true purpose and design. It is a helm of power, affixed on top with a crystal spike. The Lavas places the helm upon the Demonlord's head and the spike begins to glow menacingly.

Now all of the Lavas ascend into the sky where they wait to view a confrontation which is about to commence. Suddenly Tagazin, revitalized by the power of the spiked helm, comes charging at you with his head lowered, snorting gruffly like a maddened bull.

Pick a number from the Random Number Table. If you possess Grand Huntmastery or Grand Pathsmanship, add 3 to the number you have picked.

If your total is now 4 or less, turn to 257.

If it is 5 or more, turn to 142.

302

You quickly recover and take your position at the helm, yet the impact has left you shivering with shock. The crew have also been clearly terrified by the collision; most of them are cowering along the ship's rail, staring up at the encroaching walls of ice, their eyes haunted with fear as they pray silently to the Goddess Ishir.

Then, almost without any warning, the snow-laden wind abates and the ship emerges from the iceberg field into the open waters of the Tozaz Sea. The crew give a hearty cheer, relieved that their icy ordeal has at last come to an end. One man pulls the cork from a bottle of black rum which he has been keeping for a special occasion. He takes a mighty swig, and then passes it to a comrade. Just as the second man is raising the bottle to his lips, unexpectedly you hear the pilot's voice echoing along the deck: ‘Ship ahoy!’

Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.

Turn to 195.

303

The freezing winds of the abyss tear mercilessly at your body as you tumble headlong through this cold and lightless void. You scream with anguish but hear nothing, not even the sound of your own voice, for sound does not exist in the airless limbo of a Shadow Gate. You are in no-space, falling helplessly between two planes of existence.

You are on the brink of unconsciousness when, with shocking abruptness, you splash face-first into a warm and stinking mire. Coughing and retching, you stagger to your feet and claw the oily muck from your stinging eyes. When you prise open your gluey eyelids, the sight which greets your disbelieving gaze is wholly unlike that of frigid Ixia. You find yourself knee-deep in steaming mud, surrounded by a hot and humid jungle of dense vegetation. Your Kai senses detect an all-consuming aura of evil which saturates this swampy land, warning you that this foul, stinking mire is part of the Plane of Darkness — the domain of the Dark God Naar. You scan the fetid landscape and sense that you are not alone — Tagazin is here, beyond the range of your vision but, nevertheless, not too far distant.[17]

A sense of helplessness assails your spirit, feeding a growing fear that you have failed your mission. Your only hope is to find another Shadow Gate through which you can escape from this nightmare plane and return to your home world. Weary and despondent, you trudge through the slime towards a ridge of firm ground which is carpeted with lime-green moss. You sense Tagazin's presence somewhere in this direction and you cling to the faint hope that he may be able to lead you to the Shadow Gate you seek.

Turn to 95.

[17] If you possess the Sommerswerd, Section 98 of Dawn of the Dragons suggests that you may be able to add 4 to your COMBAT SKILL when using it in the Plane of Darkness (in addition to all other combat bonuses for this Special Item).

304

From your hiding place among the boulders you watch the activities of the loathsome undead. The causeway and jetty are teeming with cadaverous soldiers who, under the direction of several spindly, black-clad creatures, are busily transferring materials to and from the ice-boats and the open mouth of the submarine. The tunnel entrance lies only two hundred yards away, yet reaching it without being detected by the enemy looks to be a near-impossible task. You are trying to formulate a plan of action when suddenly you notice a means by which you can achieve your goal.

The track, which branches away from the causeway and leads to the tunnel entrance, passes close beside your hiding place. Every so often a wagon loaded with equipment trundles along this track towards the jetty, and an empty one trundles back. When the next empty wagon appears, you get ready to abandon your hiding place and leap aboard its open tailgate.

Patiently you observe your chosen wagon. It is being hauled by a shaggy, grey-furred beast of burden which is harnessed by heavy leather straps. As it trundles past the boulders you break cover, leap aboard the tail, and hide yourself from sight beneath a greasy, foul-smelling tarpaulin. Through a crack in its ancient wooden planks you watch with trepidation as the wagon moves slowly towards the tunnel entrance. It enters the tunnel, unchallenged by the skeletal warriors who stand guard here, and ascends a gentle gradient to another ice-walled cavern. Several passages connect at this point from all directions, like the spokes of a giant wheel converging at the hub.

Turn to 156.

305

You recognize the officer at once — it is your friend and former guide, Captain Prarg.

‘We meet again, Captain,’ you say, as you shake his hand gladly in friendship.

‘Aye, Grand Master. It is an honour to serve you once more.’

Turn to 83.

306

Groaning from the pain of your wound, you stagger to your feet and barge your way through the skeletal warriors who are now clustered in the doorway to the cell. The speed of your action, so soon after receiving a wound that would have killed outright any lesser mortal, takes the group by surprise and leaves them sprawled helplessly on the ground. By the time they have untangled themselves and found their feet, you are nowhere to be seen.

When you are sure that you are not being followed, you pause for a few moments to attend to your wounded stomach. Once you have staunched the bleeding, you then use your Magnakai skill of Nexus in an attempt to determine the location of your missing weapons and equipment. You sense they are not too distant and, guided by your intuition, you go off along an adjoining passageway in search of them.

The dingy, ice-caked tunnel wends its way deeper into the bowels of this vast alien vessel. You explore a series of empty holds, where the walls are braced with gleaming crystal girders, and pass through low-ceilinged chambers that, despite the biting chill, reek of death and decay. At length your search ends at a great grey door which is guarded by two undead Drakkarim warriors, armed with spears. The noises you heard earlier have now ceased, and so has the movement of the vessel; you sense that this craft is no longer at sea.

From the cover of a curving crystal bulkhead, you spy silently upon the Drakkarim guards while you consider your next move.

If you wish to attack the guards with your bare hands, turn to 243.

If you choose instead to use your Magnakai mind Disciplines upon the guards, turn to 336.

307

Intuition prompts you to take out the Onyx Key from your tunic pocket; it is identical to the one lying beneath the glass dome. You then try it in the door and find that it fits perfectly. You twist the key counter-clockwise, unlocking the door; then you pocket the key before passing through into the chamber beyond.

To continue, turn to 120.

308

Your lightning-fast reactions save you from being run through by the spiked helm. Tagazin goes charging past, but as you roll over and spring to your feet, you see that he has already turned around and is now bearing down on you for a second time.

Demonlord Tagazin (with Power Helm): COMBAT SKILL 55   ENDURANCE 48

This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win this combat, turn to 40.

309

For three minutes you swim underwater towards the distant shoreline, covering more than half the distance between the submarine and the entrance to the tunnel, but the icy water and the sheer exertion of swimming fully clothed and equipped conspire to sap your strength. You are fast becoming desperate for oxygen, and you now risk potentially deadly muscle cramps if you do not surface in the next few seconds.

If you possess some Sabito, turn to 13.

If you do not possess any Sabito, turn to 274.

310

You hurry down the steps to the base of the watchtower and sprint along a slate-cobbled avenue which leads directly to the harbour. As you run, you see Captain Lanza with some of his garrison troops engaging in fierce hand-to-hand combat against a maniacal horde of skeletal warriors. The fighting is blocking the road which leads down to the quay, so you slip into an adjoining alley in the hope of finding another route to the ice-boat. You emerge from the alley and turn towards the harbour, only to find yourself confronted by a howling mass of fiery-eyed skeletons. You barely manage to unsheathe your weapon in time to defend yourself from their crazed attack.

Illustration XVIII—Captain Lanza fights the maniacal horde of skeletal warriors.

Ixian Undead: COMBAT SKILL 43   ENDURANCE 52

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

You may evade combat after three rounds by turning to 295.

If you win the combat, turn to 48.

311

Squatting upon a plinth of stone arising from out of the floor is a huge, snarling, jackal-like creature which you recognize immediately. It is the Demonlord Tagazin, the supernatural beast which you encountered many years earlier during your quest to the dungeons of Torgar.

The unexpected sight of this creature, whom you fought, defeated, but did not destroy all those years ago, sends a shiver of dread coursing down your spine. Your Kai instincts tell you that Tagazin is slave to Ixiataaga — he is the Deathlord's loyal companion.

Tagazin, too, recognizes you to be a former adversary. He recalls his ignominious defeat at your hand and, enraged by this bitter memory, he leaves the plinth and comes stalking towards you. Venom drips from his bared fangs and murder glows darkly from the depths of his nightmarish eyes.

Turn to 254.

312

The lightning strike leaves you dazed and shaken yet you have survived it without lasting injury. Your improved Kai Mastery enabled your body to withstand the massive jolt of electricity and discharge it away harmlessly into the ground.

You stagger to your feet and unsling your smouldering Backpack. After smothering with snow the parts which have been scorched by lightning, you unbuckle the flap to discover that two items have been completely destroyed. (Erase two items of your own choosing from your Backpack list.)

Thankful to have survived the strike unharmed, you shoulder your Backpack and hurry the remaining few yards towards the welcoming shelter of the cave.

Turn to 146.

313

Using your Kai Mastery, you are able to see patterns in the ultraviolet spectrum of light. You recognize that the light which is pouring from the holes in the side of this diabolical machine is very similar to that which normally radiates from the sun, but it is abnormally intense. A tingle of fear runs along your spine the moment you realize that the ghostly rays are a deadly threat to any living creature.

Turn to 127.

314

For five hours you stay in hiding, listening to the noises which echo through distant parts of the vessel that has swallowed your ship. During this period, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

Gradually you become aware that this mysterious craft is slowing down as if in preparation to dock. Anxious to escape, and doubly anxious to discover the fate of the crew, you leave your hiding place and climb the stairs to the deck above.

Turn to 153.

315

The terrible pain of the injuries you have sustained drags you groaning to the floor. For several minutes you lie on the coal-black tiles, half-blinded and racked by nausea, until your natural Kai healing abilities mend the damage sufficiently for you to be able to go on. When your strength returns, you stagger to your feet and hurry away towards the shadowy exit, eager to distance yourself from the debilitating power that arcs between the pillars.

Turn to 300.

316

You sprint across the rubble and rush through the collapsing archway. But in your desperate hurry to escape you slip on a chunk of crystal and fall heavily against a pilaster, gashing your head. Dazed with concussion, you fail to move out of the way in time to avoid being crushed to death by a falling keystone.

Your incredible courage has brought about the defeat of the evil Deathlord, saving untold millions from an eternity of slavery in his service. So long as there is Good upon Magnamund you will never be forgotten. Sadly, though, death is the price you have paid for this victory.

Your life and your quest end here in Xaagon.

317

You arc through the smoke and flame towards the harbour wall and land on the quayside with a jolt that leaves you breathless. Fortunately, your agility and Kai skills save you from injury and you quickly regain your composure. Minutes later you are joined by Captain Lanza and his men, all of whom are clearly amazed that you are still alive.

‘We have this enemy beaten,’ yells Lanza. ‘We've slain more than half their number and the rest have their backs to the sea. Will you help us finish the job, Grand Master?’

‘Gladly,’ you reply. ‘For Kai and Ishir, we'll dispatch them all to meet their unholy maker!’

Turn to 340.

318

In their frenzy to get at you, many of the Chaos Horde tumble headlong into the pit to be consumed by the creatures which lurk within its slime-filled base. Soon you have thinned their ranks sufficiently for you to be able to leap over the scuttling, severed remains, and make a swift escape up the steps to the surface.

Without looking back, you leave the stone roof and hurry away along the mossy ridge towards 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.

319

Sadly you react too slowly to avoid being hit by the combined bolts of energy. As you splash face-first into the snow, you feel agonizing pain shoot through every part of your body. An explosion of white-hot fire obliterates your senses and, in a terrifying instant, the light that is your life is snuffed out.

Tragically, your life and your quest end here in the city of Xaagon.

320

The portal opens out into a domed chamber where several great orbs of fire-filled crystal, mounted on mechanical plinths, generate the intense light which is flooding the deck of the captive ship. You cross to a tunnel which leads out of the chamber and follow along a series of dingy, ice-caked corridors that wend their way deeper into the bowels of this vast alien vessel. You explore a maze of empty holds where the walls are braced with gleaming crystal girders, and pass through countless low-ceilinged chambers that, despite the biting chill, reek of death and decay. At length you come to a junction where the corridor splits in two directions.

If you wish to take the left branch of this corridor, turn to 106.

If you decide to take the right branch, turn to 292.

321

As the Maycastle cuts through the icy waves towards the fort, a beacon flares into life, its guttering yellow flame marking the entrance to the outpost's slate-walled harbour. A Lencian flag is raised atop the watchtower and the crew give a cheer — for them it is a welcoming sight after two cold and difficult weeks at sea.

The Maycastle docks at the harbour wall, alongside the iron-bowed ice-boat which will take you to Ixia. The excited garrison have gathered to greet the crew; they have been looking forward to receiving fresh provisions and news from their homeland for several weeks. You disembark with Prarg and are met on the quay by a bearded sergeant clad in a fur-trimmed leather tunic. He escorts you to the watchtower, where you are welcomed in person by Captain Lanza, the garrison commander.

Turn to 117.

322

You examine the intricate lockplate and determine that it operates by psychic energy. You study the intricate patterns which embellish it and gradually you realize that they give clues to a three-digit number. By projecting the image of this number at the lock, using your psychic powers, you will release the locking mechanism and cause the door to open.

The first of the three numbers is equal to the number of islands which can be found between the Tozaz Sea and the Gulf of Konkor.

The second of the three numbers is equal to the total of islands which can be found in Lake Ghargon.

The third and final number is equal to the number of cities that can be found on the banks of the River Zegar.

Consult the map in order to determine the correct three-digit number which will open the lock. When you think you have cracked it, turn to the entry that bears the same number as your answer.[18]

If you calculate incorrectly, or if you cannot solve the clues, turn instead to 84.

[18] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 84.

323

With difficulty you retrieve your Rope from your Backpack and hurriedly make a lasso. Then, uttering a short prayer to Kai and Ishir, you cast it upwards in an attempt to catch it upon the rocky spur.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.

If your total is now 0–3, turn to 285.

If it is 4 or higher, turn to 137.

324

You kick aside the mouldering bodies of your foes and make to leave by the stairs, but your Sixth Sense warns you that more undead are about to descend at any moment. Cursing your luck, you turn and run towards the stern section, where you hide behind the ship's rudder gear. The undead warriors ignore the broken bodies of those you fought, and make only a cursory search. As you watch them climbing out of the hold you breathe a silent sigh of relief.

Soon the ship becomes deathly quiet and your mind is filled with concern for the Lencian crewmen — your Kai senses detect no living beings close by.

If you wish to investigate what is happening up on deck, turn to 186.

If you choose to stay hidden here in the hold, turn to 314.

325

You raise your psychic defences to protect yourself from the debilitating effect of the evil which is radiating from the Crystal Spire. Yet, even so, you do not escape some discomfort and pain: lose 2 ENDURANCE points.

To continue, turn to 330.

326

Using your advanced mastery, you reduce your body weight to a minimum before stepping into the gaping hole. You fall through the dust-choked air to land on the floor of the hall, fifty feet below. On landing you weigh little more than a domestic cat, yet the speed and shock of impact is still rough enough to strain your ankles and force the breath from your lungs: lose 2 ENDURANCE points.

To continue, turn to 62.

327

Finally the lock surrenders to your blows and the heavy portal creaks ajar. Immediately you are greeted by a blast of frozen air as you push open the door and step out onto a viewing platform which is fixed to the outer metallic skin of this huge alien submarine. Away to your right you can see a line of ice-boats at anchor at the lake's edge, and to your left you notice a column of skeletal warriors. These are being led by a black-robed Cabalah, marching in mechanical fashion along the jetty towards the mouth of a tunnel which leads out of the vast ice cavern. Your keen Kai senses tell you that you have arrived in Ixia, and that the distant tunnel leads to the surface.

You commit the position of the ice-boats to memory; if your mission is successful, you will be needing some means by which you can escape from Ixia. Then you carefully observe the area immediately surrounding the submarine, and notice that there are only two ways by which you can reach the distant tunnel — by the adjacent jetty, or by entering the icy waters of the lake and swimming to the shore.

If you wish to attempt to reach the tunnel via the jetty, turn to 30.

If you choose to attempt to reach the tunnel entrance by swimming from the submarine to the shore, turn instead to 161.

328

Your attempt at opening the lock using only the power of your mind proves to be a fatal mistake.

Inadvertently, you set off an alarm which in turn activates a powerful necromantic spell of protection. You see a flash of white light as, in an instant, a surge of radiant energy comes shooting from the hole to hit you squarely in the face. Pain engulfs your mind, to be followed by an explosion of white-hot fire which obliterates your senses. In a terrifying instant, the light that is your life is snuffed out.

Tragically, you have fallen victim to one of the Deathlord's spells. Your life and your quest end here in the Crystal Spire.

329

Lanza and his men reach the quayside, having fought their way stoically through the ranks of the Ixian undead. The Captain, his face streaked with sweat, shouts excitedly and waves his sword. The tide of the battle appears to have turned and he seems elated by his hard-won victory. But then you realize that he is not cheering — he is shouting a warning.

From the prow of the enemy ship comes a hissing cloud of fire-tipped arrows. You dive for cover and escape being hit, but many of the burning shafts pierce the ice-boat's decking and start fires in the sails. The flames spread with unnatural speed and you are quickly engulfed by flames.

If you wish to escape from the burning ship by jumping into the harbour, turn to 42.

If you wish to attempt to reach the quayside by swinging from the rigging, turn to 201.

330

Your fascination with the power of the Crystal Spire has distracted you from a more imminent danger. From a narrow passageway to your left appear three creatures draped in mouldering black robes. They see you and give vent to a chorus of high-pitched shrieks of alarm. You spin on your heel to face them, fearful that their hideous cries will bring all of Xaagon down upon your head.

If you possess a Bow and wish to use it, turn to 281.

If you possess Kai-surge, have reached the rank of Kai Grand Guardian or higher, and wish to make use of this Discipline, turn to 234.

If you possess neither the weapon nor the Discipline, or choose to use neither, turn instead to 60.

331

You dive and roll across the floor to avoid the onrushing bolt of energy. The massive flame-ball passes over your back and explodes at the far end wall of the chamber with devastating effect. It tears open a hole in the steel-hard crystal wall, more than ten feet in diameter, and it fills the air with razor-sharp shards. You are peppered in the legs by these splinters: lose 3 ENDURANCE points.

As you stagger to your feet, you suddenly see an opportunity to seize the initiative and carry the attack to the Deathlord.

Turn to 108.

332

You leave the harbour and set a northerly course to Ixia. It is less than an hour past noon and yet the winter night has already closed in. You share this icy darkness with a crew of six Lencian outposters, all of whom volunteered for this perilous mission. Lanza has ordered them to land you on the coast of Ixia and wait at anchor for seven days for you to return; they must wait no longer.

The blackness is lit only by the throbbing green glow which radiates from the sphere. You stare at this mesmerizing light and you are gripped by a feeling of unease. Your Kai senses warn you that there is a lingering aura of evil aboard this ship.

If you possess Deliverance and have reached the rank of Sun Thane, turn to 155.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 291.

333

Your mastery warns you that the shimmering curtain of light which fills the archway ahead will cause harm to any living thing that passes through its beams. However, your senses also detect that beyond the archway lies the only sure route by which you can gain access to the higher levels of this dread citadel.

If you wish to pass through the shimmering archway and risk injury, possibly even death, then turn to 265.

If you decide to search for an alternative way of reaching the upper levels of the Crystal Spire, turn to 4.

334

Before you leave, you take up one of the crystal swords and examine it. It is a fine blade, but one that was not crafted for a human hand. You replace it carefully in the rack before leaving this chamber and climbing the stairs to the ice-cavern. Here you wait in the shadows for a chance to escape from this subterranean complex by the only other exit — the open archway in the east wall.

Turn to 7.

335

An hour passes before the arched entrance becomes devoid of undead slaves. Steeling yourself for the awesome task ahead, you slip away from the ruins of the watchtower and hurry up the ramp towards the open, empty archway.

Turn to 249.

336

Using your Magnakai Discipline of Psi-surge, you cast a powerful blast of psychic energy at the two guards in the hope of disrupting the power that controls them. Unfortunately, your attack is deflected by an invisible shield, a magical protection which has been placed upon these two guards by a powerful necromantic sorcerer. Alerted psychically to your presence, the undead Drakkarim guards suddenly spring into action and come rushing towards your hiding place with their spears raised.

Drakkarim Undead: COMBAT SKILL 34   ENDURANCE 42

Without weapons or equipment you have no choice but to fight these foes bare-handed. (Remember to make the appropriate adjustments to your COMBAT SKILL.)

If you win the combat, turn to 63.

337

You call upon your mastery to repel the unseen creature which is circling around your legs. To your dismay, however, the creature does not respond as you would wish. Pain knifes through your lower right leg as the powerful jaws of this unseen beast clamp around your calf in an attempt to drag you below the surface of the bog. Desperately you stab with your weapon at the creature's head in an attempt to cut yourself free from its agonizing grip.

Suggaz: COMBAT SKILL 40   ENDURANCE 44

If you win this fight, turn to 67.

338

Several hours pass before the blizzard dies down sufficiently for you to be able to leave your hollow and continue your lonely trek towards Xaagon. You scale the mountain of snowy debris brought down by the avalanche and reach the end of the pass where, for the first time, you get a clear view of the Deathlord's dread city. Once, millennia ago, this city had been the home of a brilliant civilization; today the stately crystal places and temples of Xaagon are occupied by the evil dead.

Onward you trek, through knee-deep snow and jagged ice, towards the towering walls of Xaagon. The city is dominated by a spire of crystal which stabs the stormy sky, drawing lightning from the black clouds which swirl around its tip. From this needle-sharp point there radiates a crimson glow which sweeps the surrounding landscape. It is like a hellish lighthouse, casting its baleful crimson beams across a landscape that has frozen to death.

Gradually, as you come within the shadows of Xaagon's outer wall, you see two places where you could gain entry to the city beyond. The first is through a breach in the south wall, near to the coast; the second is through the city's shattered west gate. Neither entrance appears to be guarded.

If you wish to enter Xaagon by the breach in the south wall, turn to 165.

If you choose to enter by the west gate, turn to 266.

339

‘You need have no fear, Banedon,’ you reply, unsheathing the sun-sword, ‘for you know that I possess such a weapon — the Sommerswerd.’

Banedon stares at the shimmering golden blade and calmly nods his head. ‘Yes, Grand Master. Your divine sword is ideally crafted for the task, but you must use it with discretion. Unsheathed, the Sommerswerd radiates a powerful aura of goodness — in the darkness of Ixia, such power would be like a blazing beacon. It could readily alert the Deathlord to your presence.’

If you possess a Korlinium Scabbard, turn to 101.

If you do not possess this Special Item, turn to 194.

340

Lanza orders his men to arm themselves with warhammers from a nearby hut.

‘Normally my men use these to break up harbour ice in the dead of winter,’ he says, as together you help to distribute the heavy two-handed hammers among the garrison, ‘but now they can be put to good use smashing up the bones of our foes!’

Freshly equipped and fired by the taste of victory, Lanza and his men set about hammering the remnants of the attacking enemy. They drive them all the way back to their ship, literally shattering all who dare stand in their way. Within the hour the outpost is secured — the enemy have been destroyed.

You survey the aftermath of the battle with mixed emotions. You feel elated at having helped Lanza to win, but the ice-boat, which was to have conveyed you to Ixia, is now a burned wreck lying at the bottom of the harbour. All that can be seen of it is a few feet of its mainmast protruding at an angle above the surface of the sea. As you stare at this blackened masthead, you are joined by Captain Prarg.

Illustration XIX—The ice-boat is now a burned wreck lying at the bottom of the harbour.

‘What in Ishir's name can we do, Grand Master?’ he says, staring dejectedly at the icy water which is swirling in eddies around the submerged wreck. ‘That ice-boat was the only vessel capable of transporting you to Ixia.’

‘Never fear, Prarg,’ you reply, confidently. ‘I've just had an idea that could be the answer to our problem.’

Turn to 177.

341

You unsheathe your golden blade and its goodly light washes over the Demonlord's unlovely form. He growls fearfully, as if weakened by its radiant power, yet he does not lose his determination to attack.

With a hellish howl, he launches himself through the air at you, his clawed paws outstretched in eager readiness to tear at your flesh.

Demonlord Tagazin: COMBAT SKILL 55   ENDURANCE 60

This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you reduce Tagazin's ENDURANCE points score to 25 or less at any time during this fight, do not continue. Turn instead to 168.

342

Despite all your attempts at opening the lock, the mechanism remains defiantly immobile. The effort expended in the attempt also leaves you feeling weakened and frustrated: lose 2 ENDURANCE points.

You pass the following hour in quiet discomfort listening to the dull and distant noises which echo through the walls of this strange vessel. Then you detect the sound of approaching footsteps and your spirits suddenly rise — at last this could be your chance to effect an escape.

Turn to 191.

343

Quickly you turn and hurry down the stone staircase. The Drakkarim patrol you sighted earlier is nowhere to be seen, enabling you to leave the barbican and enter Xaagon without further confrontation.

Warily you trek through the awesome ruins of this age-old city, where once, at the beginning of the Age of Eternal Night, a proud and mighty race reigned supreme. You have just passed a derelict mausoleum when you are forced to halt and hide from a passing troop of Ixian warriors. You watch as they march swiftly along an ice-choked avenue towards a plaza that is dominated by a huge frozen fountain. Beyond the fountain's solid plume of water you see a broad ramp which ascends to a grand archway at the base of the Crystal Spire.

If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, turn to 9.

If you do not possess this skill, or if you have yet to reach his level of Kai Mastery, turn to 122.

344

With rock and debris crashing about your ears, you have no choice but to risk a jump into the hall below. Anxiously you scan the rubble-strewn tiles, looking for a clear place to land.

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

If your total is now 1 or less, turn to 269.

If it is 2–6, turn to 232.

If it is 7 or higher, turn to 87.

345

You hand over the wheel to one of the crew and settle down on the floor to sleep. A few hours later you are woken by one of the crew.

‘We've a problem, my lord,’ he says, nervously rubbing the backs of his calloused hands. The darkness has given way to an eerie dawn which casts its watery light upon this problem. In the grey half-light you see thousands of icebergs ahead, stretching across the horizon as far as the eye can see. Your heart sinks — navigating a course through this icy maze could well prove impossible.

If you wish to take control of the ship's wheel as you approach the field of icebergs, turn to 51.

If you wish to go forward to the prow and act as ship's pilot, turn to 189.

346

You grasp the hilt of the sun-sword with both hands and turn the flat of its golden blade towards the onrushing bolt of energy. There is a loud crack! and you feel a numbing jolt run the length of your arms as the crackling bolt is deflected away. It hits the surface of the sea, close to the harbour wall, and instantly the patch of briny water freezes over.

The ghastly creature shrieks with fury and frustration. It comes lumbering down the gangplank, wielding its icy rod like a sword. Calmly you raise the Sommerswerd and steel yourself to receive its unnerving attack.

If you wish to attack the creature the moment it steps aboard the ice-boat, turn to 277.

If you wish to attempt to sever the gangplank before the creature can come aboard, turn to 151.

347

You utilize your advanced camouflage skills to keep yourself hidden from sight as you approach the sickly Demonlord and his golden-winged escorts. However, when you come to within a few hundred feet of them, your presence is revealed by the aura of goodly light your body radiates on this plane of existence. A wave of alarm spreads through the escorts when first your aura is detected, and many of them take to the sky. Directed by a vengeful Tagazin, they circle around you and come diving down to attack you with beak and claw.

Illustration XX—The golden-winged escorts come diving down to attack you with beak and claw.

Lavas: COMBAT SKILL 49   ENDURANCE 52

If you win this combat, turn to 105.

348

Your bold decision to turn back to the jetty buys you precious time; it also saves you from the jaws of an Ixian Gybia — a ferocious underwater predator. Seconds after hauling yourself out of the water, the massive body of this creature surges past, barely a few feet from where you are clinging limpet-like to the jetty wall. The sight of this huge monster electrifies you, sending you scurrying to the top of the jetty as quickly as your aching limbs will allow. From a makeshift hiding place among some wooden crates, you look down at the swirling water and watch as the Gybia circles the jetty in a wide arc. On its second sweep, it veers away and returns disappointedly to its underwater pen.

The jetty is teeming with undead soldiers who, under the direction of the same black-clad creature who released the Gybia, are busily transferring materials to and from the open mouth of the submarine. Getting past this creature and its undead minions in order to reach the shore looks, at first sight, a near-impossible task. Then you notice a means by which you could achieve your goal without having to face the predator for a second time.

Turn to 207.

349

Kai instinct and intuition prompt you to take out the Green Gem. In the presence of the insectoids, it pulses with an eerie light that causes them to shy away fearfully. You sense that they are repelled by its power which is leeching their strength.

Gradually, their insect-like forms dissolve back into wispy trails of black smoke which swirl once around the chamber before evaporating into the porous stone which frames the Shadow Gate. You are relieved to see the back of these hideous creatures, but your comfort is all too short-lived; no sooner have they vanished than a new horror appears in the chamber, rising up out of the stone floor.

If you have ever been to the Isle of Ghosts in a previous Lone Wolf adventure, turn to 311.

If you have not, turn to 80.

350

Two days out from the Tozaz ice-field, you catch sight of Fort Azgad. After the ordeal of Ixia, the sight of this spartan little outpost is one of the most welcoming you have ever seen. The garrison salutes you as you bring your ship to the quayside where Lord Ardan, Captain Lanza, and Prarg are all waiting to welcome you back.

Warmly they congratulate you, praising your inspired act of courage and bravery but you sense that all is not well. The feeling of unease which haunted you upon leaving the ice-caverns of Ixia has returned.

‘Where's Banedon?’ you ask of Lord Ardan. ‘Is something wrong?’

Ardan's face grows as sombre as his reply. ‘King Ulnar sent word to Sarnac's court, summoning the Guildmaster to return urgently to Sommerlund. It is grave news, I'm afraid, Grand Master. In your absence, your country has been attacked. The Dark God, Naar, has sent forth a host of dragon-creatures to destroy the Second Order of the Kai and lay waste to your homeland. It is said his new minions are confident of swift victory for they are sure you will never defeat the Deathlord of Ixia.’

‘I must leave for Sommerlund at once,’ you say, looking to the eastern horizon. ‘My brethren and my country need me.’

The others nod in silent agreement. ‘We will do all we can,’ replies Lord Ardan, ‘to speed your passage home.’

The news of your country's plight comes as a terrible shock. In Ixia, you have won a great and lasting victory against the forces of Evil, but could the cost be too great? You fear, also, for the lives of your young Kai acolytes. The Second Order are worthy Kai warriors but they are young, their mettle yet to be tested in the furnace-heat of battle. You pray to Kai himself that they be strong enough to resist Naar's newest champions, at least until you return.

The challenge of the long journey home and the quest to save the Second Order of the Kai from the deadly wrath of Naar's newest champions awaits you in the next Grand Master adventure, entitled:

Dawn of the Dragons

Numbered Sections

1-10: 1 2 3 4 5 6 7 8 9 10

11-20: 11 12 13 14 15 16 17 18 19 20

21-30: 21 22 23 24 25 26 27 28 29 30

31-40: 31 32 33 34 35 36 37 38 39 40

41-50: 41 42 43 44 45 46 47 48 49 50

51-60: 51 52 53 54 55 56 57 58 59 60

61-70: 61 62 63 64 65 66 67 68 69 70

71-80: 71 72 73 74 75 76 77 78 79 80

81-90: 81 82 83 84 85 86 87 88 89 90

91-100: 91 92 93 94 95 96 97 98 99 100

101-110: 101 102 103 104 105 106 107 108 109 110

111-120: 111 112 113 114 115 116 117 118 119 120

121-130: 121 122 123 124 125 126 127 128 129 130

131-140: 131 132 133 134 135 136 137 138 139 140

141-150: 141 142 143 144 145 146 147 148 149 150

151-160: 151 152 153 154 155 156 157 158 159 160

161-170: 161 162 163 164 165 166 167 168 169 170

171-180: 171 172 173 174 175 176 177 178 179 180

181-190: 181 182 183 184 185 186 187 188 189 190

191-200: 191 192 193 194 195 196 197 198 199 200

201-210: 201 202 203 204 205 206 207 208 209 210

211-220: 211 212 213 214 215 216 217 218 219 220

221-230: 221 222 223 224 225 226 227 228 229 230

231-240: 231 232 233 234 235 236 237 238 239 240

241-250: 241 242 243 244 245 246 247 248 249 250

251-260: 251 252 253 254 255 256 257 258 259 260

261-270: 261 262 263 264 265 266 267 268 269 270

271-280: 271 272 273 274 275 276 277 278 279 280

281-290: 281 282 283 284 285 286 287 288 289 290

291-300: 291 292 293 294 295 296 297 298 299 300

301-310: 301 302 303 304 305 306 307 308 309 310

311-320: 311 312 313 314 315 316 317 318 319 320

321-330: 321 322 323 324 325 326 327 328 329 330

331-340: 331 332 333 334 335 336 337 338 339 340

341-350: 341 342 343 344 345 346 347 348 349 350

Ixia & the Hardlands

Action Chart

Combat Rules Summary

1. Add your COMBAT SKILL to any extra points given to you by your Grand Master Disciplines.

2. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.

3. Pick a number from the Random Number Table.

4. Turn to the Combat Results Table.

5. Find your Combat Ratio on the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. LW indicates loss of ENDURANCE points to Lone Wolf.)

6. Continue the combat from Stage 3 until one character is dead. This is when the ENDURANCE points of either character falls to 0 or below.

To Evade Combat

1. You may only do this when the text of the adventure offers you the opportunity.

2. You undertake one round of combat in the usual way. All points lost by the enemy are ignored; only Lone Wolf loses the ENDURANCE points.

3. If the book offers the chance of taking evasive action in place of combat, it can be taken in the first round of combat or any subsequent round.

Combat Results Table

Random Number Table

Errata

Introduction

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

Errata

(Blurb) Replaced ‘populace who are condemned’ with ‘populace condemned’. Replaced ‘THE DEATHLORD OF IXIA’ with ‘The Deathlord of Ixia’.

(The Story So Far) Replaced ‘no Kai lord’ with ‘no Kai Lord’. Replaced both occurrences of ‘new-found’ with ‘newfound’. Replaced ‘north-east’ with ‘northeast’. Replaced all occurrences of ‘shadow gate’ with ‘Shadow Gate’. Replaced all occurrences of ‘freestate’ with ‘Freeland’. Replaced ‘elite’ with ‘élite’. Replaced ‘Naar — the King’ with ‘Naar, the King’. Replaced ‘Age of the Old Kingdoms’ with ‘Age of War’. Replaced ‘Grand Master Disciplines, and grasp’ with ‘Grand Master Disciplines and grasp’. Replaced ‘monastery of the Kai’ with ‘Monastery of the Kai’. Replaced both occurrences of ‘the Monastery’ with ‘the monastery’. Replaced ‘chasm of doom’ with ‘Chasm of Doom’. Replaced ‘comprised’ with ‘were part of’. Replaced each occurrence of ‘demoness’ with ‘Demoness’.

(The Game Rules) Removed ‘that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages’. Removed ‘on the last page of this book’. Replaced both occurrences of ‘ie’ with ‘i.e.’. Replaced ‘fall to zero’ with ‘fall to zero or below’. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘Chart (you’ with ‘Chart. (You’. Replaced ‘Items).’ with ‘Items.)’. Replaced ‘on to’ with ‘onto’. Replaced each occurrence of ‘Lone Wolf Kai’ with ‘Lone Wolf Kai’. Replaced each occurrence of ‘Magnakai’ with ‘Magnakai’. Replaced ‘Grand Master series’ with ‘Lone Wolf Grand Master series’. Replaced ‘Lone Wolf Grand Master series’ with ‘Lone Wolf Grand Master series’. Added ‘Dagger of Vashna’ and ‘Helshezag’ to the list of items permitted to be brought over from the Lone Wolf Kai and Lone Wolf Magnakai books in harmony with the Mongoose Publishing edition.

(Grand Master Disciplines) Replaced ‘smell and’ with ‘smell, and’. Replaced both occurrences of ‘(ie,’ with ‘(i.e.’. Replaced ‘gods Kai and Ishir’ with ‘Gods Kai and Ishir’. Replaced ‘When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.’ with ‘When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Lone Wolf Grand Master series, means you are supremely efficient in the use of two of the weapons listed below. For each book that you complete in the Lone Wolf Grand Master series (Books 13–20), you will gain mastery of an additional weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next Lone Wolf Grand Master book, you may choose an additional Weapon to gain mastery of.’ in harmony with the recent Mongoose Publishing editions. Replaced ‘Magi-Magic’ with ‘Magi-magic’. Replaced ‘artifacts’ with ‘artefacts’. Replaced ‘gases, corrosive’ with ‘gases, and corrosive’. Replaced ‘COMBAT SKILL is reduced to 8 points or less’ with ‘ENDURANCE is reduced to 8 points or less’ as clarified in Lone Wolf Club Newsletter No.24. Replaced ‘Magi-Magic’ with ‘Magi-magic’. Replaced ‘opposite and overleaf’ with ‘below’. Replaced ‘battle magic’ with ‘battle-magic’. Replaced ‘venoms and’ with ‘venoms, and’. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘fortresses increases’ with ‘fortresses increase’. Replaced ‘body, increases’ with ‘body, increase’. Added ‘These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist.’ as found in the Magi-magic section in Books 19 and 20. Added ‘These spells include Lightning Hand, Levitation, and Mind Charm.’ as found in the Kai-alchemy section in Books 19 and 20. Added ‘ If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.’ to the section on Grand Huntmastery. Replaced each occurrence of ‘battle wounds’ with ‘battle-wounds’. Added Brian Williams' Grand Master Disciplines illustrations from later books. Replaced ‘will be of use’ with ‘may be of use’. Added ‘If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the Random Number Table, when using the Bow.’ from the Equipment section. Replaced ‘Lone Wolf Grand Master’ with ‘Lone Wolf Grand Master’. Replaced ‘the next Grand Master adventure’ with ‘the next Lone Wolf Grand Master adventure’. Replaced ‘darkness, and have’ with ‘darkness and have’. Replaced ‘plants, and have’ with ‘plants and have’. Replaced ‘Duration, and the protection of his inanimate body, increase’ with ‘Duration and the protection of his inanimate body increase’.

(Equipment) Replaced ‘your Monastery’ with ‘your monastery’. Replaced ‘eg Gold’ with ‘e.g. Gold’. Replaced ‘map of the area’ with ‘map of Ixia and the Hardlands’. Replaced all occurrences of ‘arrow’ with ‘Arrow’. Replaced all occurrences of ‘bow’ with ‘Bow’. Replaced ‘adds 3 points’ with ‘adds 5 points’. Added a section about Gold Crowns which reads ‘These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns. The currency of Lencia is the Lune. The exchange rate is 4 Lune for 1 Gold Crown.’ Replaced ‘safe-keeping’ with ‘safekeeping’. Deleted ‘(see the inside front cover of this book)’. Replaced ‘(eg Gold Dagger’ with ‘(e.g. Gold Dagger’. Replaced ‘arrows’ with ‘Arrows’. Replaced all occurrences of ‘quiver’ with ‘Quiver’. Replaced ‘BROADSWORD’ with ‘Broadsword’. Replaced ‘BOW’ with ‘Bow’. Replaced ‘QUIVER’ with ‘Quiver’. Replaced ‘DAGGER’ with ‘Dagger’. Replaced ‘SWORD’ with ‘Sword’. Replaced ‘MEALS’ with ‘Meals’. Replaced ‘ROPE’ with ‘Rope’. Replaced ‘POTION OF LAUMSPUR’ with ‘Potion of Laumspur’. Replaced ‘AXE’ with ‘Axe’. Replaced ‘combat, therefore’ with ‘combat; therefore’. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘Grand Weaponmastery with a Bow’ with ‘Grand Weaponmastery with Bow’. Replaced ‘a sword or an axe’ with ‘a Sword or an Axe’. Replaced ‘weapons’ with ‘Weapons’. Replaced ‘weapon’ with ‘Weapon’. Deleted ‘If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.’. Replaced ‘record these on your Weapons List’ with ‘record these on your Action Chart’ for clarity. Added ‘You may only use one Weapon at a time in combat.’ in harmony with the recent Mongoose Publishing edition.

(Rules for Combat) Removed ‘on the inside back cover of this book’. Replaced ‘on the page after the Random Number Table’ with ‘in the back of this book’. Replaced ‘Lone Wolf (COMBAT SKILL 32)’ with ‘Lone Wolf (COMBAT SKILL 27)’. Replaced ‘adds 3 points’ with ‘adds 8 points’. Replaced ‘points reduced’ with ‘points possibly reduced’. Replaced ‘to zero’ with ‘to zero or below’. Replaced ‘at which point the one with the zero score is declared dead.’ with ‘at which point that combatant is declared dead.’.

(Levels of Kai Grand Mastership) Replaced ‘Lone Wolf Grand Master’ with ‘Lone Wolf Grand Master’ when referring to the series. Replaced ‘rank and titles’ with ‘ranks and titles’.

(Improved Grand Master Disciplines) Replaced both occurrences of ‘Kai-Blast’ with ‘Kai-blast’. Replaced ‘surface, eg:’ with ‘surfaces, e.g.’. Replaced ‘Kai Surge’ with ‘Kai-surge’. Replaced all occurrences of ‘arrow’ with ‘Arrow’. Replaced both occurrences of ‘arrow, or arrow-like’ with ‘Arrow or Arrow-like’. Replaced ‘lava and’ with ‘lava, and’. Replaced ‘body-weight’ with ‘body weight’. Added ‘(7 Disciplines)’ after ‘Sun Lord’. Removed the quotation marks around ‘Lightning Hand’. Replaced ‘Magi-Magic’ with ‘Magi-magic’. Replaced ‘ie. lightning’ with ‘i.e. lightning’. Replaced ‘ ‘Improved Grand Master Disciplines’ ’ with ‘Improved Grand Master Disciplines’. Replaced ‘Brotherhood spells’ with ‘Brotherhood Spells’. Replaced ‘Brotherhood spell ‘Lightning Hand’ ’ with ‘Brotherhood Spell Lightning Hand’. Replaced ‘Brotherhood spells’ with ‘Brotherhood Spells’. Replaced ‘ie. they’ with ‘i.e. they’. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘whilst fighting an enemy in unarmed combat’ with ‘whilst fighting an enemy’ in line with the recent Mongoose Publishing editions.

(Grand Master's Wisdom) Moved this section of the book to its normal position after Improved Grand Master Disciplines. Replaced each occurrence of ‘Lone Wolf’ with ‘Lone Wolf’ when referring to the series. Replaced ‘Pick your four Grand’ with ‘Pick your Grand’.

(1) Replaced ‘Kai aspirants’ with ‘Kai Aspirants’. Replaced ‘urges Rimoah,’ with ‘urges Rimoah.’. Replaced ‘iceboat’ with ‘ice-boat’. Replaced ‘seven days the pilot’ with ‘seven days, the pilot’. Replaced ‘pack ice’ with ‘pack-ice’. Replaced ‘Lord Rimoah, then’ with ‘Lord Rimoah; then’.

(3) Replaced ‘demonlord’ with ‘Demonlord’. Replaced ‘demonlord's’ with ‘Demonlord's’.

(6) Replaced ‘Click’ with ‘click’. Replaced ‘bow, and’ with ‘Bow and’.

(7) Replaced ‘beyond you’ with ‘beyond, you’. Replaced ‘it as if’ with ‘it is as if’.

(8) Replaced ‘bow, and’ with ‘Bow and’. Replaced ‘If you cannot’ with ‘If you do not’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(9) Replaced ‘ultra-violet’ with ‘ultraviolet’.

(10) Replaced ‘on to’ with ‘onto’.

(11) Replaced ‘swig, then’ with ‘swig, and then’.

(12) Replaced ‘shout, and, with’ with ‘shout, and with’. Replaced ‘recovers and, with’ with ‘recovers, and with’.

(13) Replaced ‘sea water’ with ‘seawater’.

(14) Replaced ‘undead who were swarming’ with ‘undead that are swarming’. Replaced ‘on to’ with ‘onto’ in both the section and the illustration's caption.

(15) Replaced ‘rough hewn’ with ‘rough-hewn’. Replaced ‘hand-hold’ with ‘handhold’. Replaced ‘item’ with ‘Item’.

(17) Replaced ‘crystal spire’ with ‘Crystal Spire’.

(18) Replaced ‘Skark oil’ with ‘skark oil’. Began a new paragraph before ‘Do not fear, … ’. Replaced ‘you reply, ‘I shall soon return.’ ’ with ‘you reply. ‘I shall soon return.’ ’. Replaced ‘on to’ with ‘onto’. Replaced ‘fought, Captain’ with ‘fought, captain’.

(19) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘attained, above’ with ‘attained above’.

(20) Replaced ‘now-open’ with ‘now open’. Replaced all occurrences of ‘free-standing’ with ‘freestanding’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(22) Replaced ‘freestate’ with ‘Freeland state’. Replaced ‘in previous Lone Wolf adventures’ with ‘in any previous Lone Wolf adventures’. Replaced ‘If you have not’ with ‘If you did not’. Replaced ‘King' greeting, then’ with ‘King's greeting; then’. Replaced ‘the Lencian capital’ with ‘the great northern Lencian port’ in harmony with the recent Mongoose Publishing edition. Replaced ‘Cetza, or’ with ‘Cetza or’.

(23) Replaced ‘Ixian undead’ with ‘Ixian Undead’.

(24) Replaced ‘your psi-screen’ with ‘your Psi-screen’. Replaced ‘head in which’ with ‘head from which’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘them, or’ with ‘them or’.

(25) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(26) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘skill, or’ with ‘skill or’.

(28) Replaced ‘Item, or’ with ‘Item or’.

(29) Replaced ‘spell — Slow Fall — and’ with ‘spell Slow Fall and’.

(32) Replaced all occurrences of ‘free-standing’ with ‘freestanding’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(33) Replaced ‘Gate and, before’ with ‘Gate, and before’.

(34) Replaced ‘two directions’ with ‘two directions.’.

(35) Replaced ‘Mindblast and Kai-surge’ with ‘Mindblast, Psi-surge, and Kai-surge’. Added ‘If you win the fight and you used the Sommerswerd, turn to 173’. Replaced ‘If you win the fight,’ with ‘If you win the fight without using the Sommerswerd,’.

(36) Replaced ‘zigzaging’ with ‘zigzagging’. Replaced ‘crystal spire’ with ‘Crystal Spire’. Replaced ‘shockwave’ with ‘shock wave’.

(38) Replaced ‘demonlord’ with ‘Demonlord’.

(39) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘splutters, ‘it's’ with ‘splutters. ‘It's’.

(40) Replaced ‘Upon the instant’ with ‘At the instant’. Replaced ‘demonlord's’ with ‘Demonlord's’.

(42) Replaced ‘Ixian undead’ with ‘Ixian Undead’. Replaced ‘feet first’ with ‘feet-first’.

(44) Replaced ‘to try and’ with ‘to try to’. Replaced ‘intensity and, for’ with ‘intensity, and for’.

(45) Added ‘This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.’ in harmony with the recent Mongoose Publishing edition. Replaced ‘If, at’ with ‘If at’. Replaced ‘fight, you’ with ‘fight you’.

(46) Replaced ‘power word Battlespell’ with ‘battle-spell Power Word’. Replaced ‘power word — Gloar! — at’ with ‘power-word Gloar! at’. Replaced ‘keyhole, then’ with ‘keyhole; then’.

(48) Replaced ‘battle cry’ with ‘battle-cry’.

(50) Replaced ‘Ixian undead’ with ‘Ixian Undead’.

(52) Replaced ‘bow, and’ with ‘Bow and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(53) Replaced ‘Brotherhood spell — Strength — upon’ with ‘Brotherhood Spell Strength upon’. Replaced ‘new-found’ with ‘newfound’. Replaced ‘demonlord’ with ‘Demonlord’. Added ‘This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.’, copied from Section 341, earlier in the adventure.

(54) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(55) Replaced ‘crystal spire’ with ‘Crystal Spire’.

(56) Replaced ‘Crack!’ with ‘crack!’.

(57) Replaced ‘minions you’ with ‘minions, you’. Replaced ‘on to’ with ‘onto’.

(59) Moved the choice to use Telegnosis to the first position in the list. Replaced ‘Sun Lord, or higher’ with ‘Sun Lord or higher’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Animal Mastery, and’ with ‘Animal Mastery and’.

(61) Replaced ‘Brotherhood spell — Sense Evil — you’ with ‘Brotherhood Spell Sense Evil you’. Replaced ‘he splutters, ‘it's’ with ‘he splutters. ‘It's’.

(62) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘crystal spire’ with ‘Crystal Spire’. Replaced ‘shockwave’ with ‘shock wave’.

(63) Replaced ‘Backpack items’ with ‘Backpack Items’.

(64) Replaced ‘the shimmering curtain of light by which you arrived here’ with ‘the shimmering curtain of light you saw before you arrived here’ in harmony with the recent Mongoose Publishing edition. Replaced ‘Sommerswerd, and’ with ‘Sommerswerd and’. Replaced ‘Item, or’ with ‘Item or’.

(66) Replaced ‘Hard a-port!’ with ‘Hard a'port!’. Replaced ‘swig, then’ with ‘swig, and then’. Replaced ‘on to’ with ‘onto’.

(67) Replaced ‘chaos-creatures’ with ‘Chaos-creatures’. Replaced ‘Chaos horde’ with ‘Chaos-horde’. Added ‘Unless you have Grand Weaponmastery and are a Sun Knight or higher, you may not use a two-handed weapon (i.e. Broadsword, Quarterstaff, or Spear) for this combat.’ in harmony with the recent Mongoose Publishing edition.

(68) Replaced ‘all of your Backpack items’ with ‘all of your Backpack Items’. Replaced ‘wildly, then’ with ‘wildly; then’.

(69) Changed the illustration from being numbered (Illustration V) to an unnumbered minor illustration similar to how puzzles are handled in other books. Replaced ‘following grid’ with ‘grid’.

(71) Replaced ‘Grand Nexus, and’ with ‘Grand Nexus and’.

(72) Replaced ‘demonlord’ with ‘Demonlord’. Replaced ‘senses and, in’ with ‘senses, and in’.

(73) Replaced ‘main mast’ with ‘mainmast’. Replaced ‘fifteen thousand’ with ‘eleven thousand’ in harmony with the recent Mongoose Publishing edition.

(74) Replaced ‘Bulkhead door’ with ‘Bulkhead Door’. Replaced ‘zero’ with ‘zero or below’.

(75) Replaced all occurrences of ‘demonlord’ with ‘Demonlord’. Replaced ‘delete this weapon’ with ‘delete this Weapon’. Replaced ‘pre-emptive’ with ‘preemptive’.

(76) Replaced ‘plan you’ with ‘plan, you’. Replaced ‘barrels and’ with ‘barrels, and’.

(77) Reduced the illustration number from VI to V (see erratum for Section 69). Added ‘The Power Spike is a magical Dagger.’ in harmony with the recent Mongoose Publishing edition.

(79) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘despatch’ with ‘dispatch’.

(80) Replaced ‘creamy-coloured’ with ‘cream-coloured’.

(81) Replaced ‘Bulkhead door’ with ‘Bulkhead Door’. Replaced ‘zero’ with ‘zero or below’. Replaced ‘power word’ with ‘power-word’.

(83) Replaced ‘north-western’ with ‘northwestern’. Replaced ‘Ardan and’ with ‘Ardan, and’.

(84) Replaced ‘crystal spire’ with ‘Crystal Spire’.

(86) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘8’ with ‘9’. Replaced ‘above it, then’ with ‘above it; then’.

(89) Replaced ‘at its centre’ with ‘from its centre’. Replaced ‘round, by’ with ‘round by’. Reduced the illustration number from VII to VI (see erratum for Section 69).

(90) Replaced ‘raising a Deathstaff’ with ‘raising the Deathstaff’.

(92) Replaced ‘its feet, then’ with ‘its feet; then’.

(96) Added ‘If you used the Sommerswerd, turn to 238.’. Added ‘Kajarda are undead.’ in harmony with the recent Mongoose Publishing edition.

(97) Replaced ‘swig, then’ with ‘swig, and then’.

(101) Replaced ‘korlinium scabbard’ with ‘Korlinium Scabbard’.

(103) Replaced ‘bow, and’ with ‘Bow and’.

(104) Replaced ‘still to be’ with ‘to still be’.

(105) Replaced all occurrences of ‘demonlord’ with ‘Demonlord’.

(106) Replaced ‘galley’ with ‘gallery’. Replaced ‘Sun Lord, or higher’ with ‘Sun Lord or higher’. Replaced ‘Grand Huntmastery, and’ with ‘Grand Huntmastery and’.

(108) Replaced ‘unnervering’ with ‘unnerving’.

(109) Replaced ‘lightning swift’ with ‘lightning-swift’.

(110) Replaced ‘at its centre’ with ‘from its centre’. Replaced ‘bonuses to your COMBAT SKILL’ with ‘bonuses’. Replaced ‘third round, by’ with ‘third round by’.

(111) Replaced ‘simultaneously to fight’ with ‘to simultaneously fight’. Replaced ‘chaos-creatures’ with ‘Chaos-creatures’.

(112) Replaced ‘Brotherhood spell’ with ‘Brotherhood Spell’.

(113) Replaced ‘attained, above’ with ‘attained above’.

(114) Replaced ‘on to’ with ‘onto’.

(116) Replaced ‘Kai sixth sense’ with ‘Kai Sixth Sense’.

(117) Replaced ‘court martial’ with ‘court-martial’. Replaced ‘Disciplines, or’ with ‘Disciplines or’.

(118) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(120) Replaced ‘bow, and’ with ‘Bow and’.

(121) Replaced ‘Brotherhood spell — Lightning Hand — and’ with ‘Brotherhood Spell Lightning Hand and’. Reduced the illustration number from VIII to VII (see erratum for Section 69).

(123) Replaced ‘demonlord’ with ‘Demonlord’. Added ‘(count 0 as a 1)’ in harmony with the recent Mongoose Publishing edition.

(124) Replaced ‘hurling towards’ with ‘hurtling towards’. Replaced ‘both’ with ‘both’.

(125) Added ‘Kajarda are undead.’ in harmony with the recent Mongoose Publishing edition.

(127) Replaced ‘galley’ with ‘gallery’.

(128) Replaced ‘place it into your belt’ with ‘stow it in your belt’. Replaced ‘in Magnamund’ with ‘on Magnamund’. Replaced ‘on to’ with ‘onto’.

(129) Replaced ‘the Captain’ with ‘the captain’. Replaced ‘The Captain’ with ‘The captain’.

(130) Replaced ‘Mindblast and Kai-surge’ with ‘Mindblast, Psi-surge, and Kai-surge’.

(131) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(132) Replaced ‘head first’ with ‘head-first’. Replaced ‘Ixian undead’ with ‘Ixian Undead’.

(133) Replaced ‘Brotherhood spell — Breathe Water’ with ‘Brotherhood Spell Breathe Water’. Replaced ‘sea water’ with ‘seawater’.

(135)Replaced ‘tip; the’ with ‘tip — the’.

(136) Replaced ‘Brotherhood spell — Levitation’ with ‘Brotherhood Spell Levitation’.

(137) Replaced ‘chaos-creatures’ with ‘Chaos-creatures’. Replaced ‘Chaos horde’ with ‘Chaos-horde’. Added ‘ Unless you have Grand Weaponmastery and are a Sun Knight or higher, you may not use a two-handed weapon (i.e. Broadsword, Quarterstaff, or Spear) for this combat.’ in harmony with the recent Mongoose Publishing edition.

(138) Replaced ‘Backpack items’ with ‘Backpack Items’.

(139) Replaced ‘disciplines, or’ with ‘Disciplines or’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’.

(140) Reduced the illustration number from IX to VIII (see erratum for Section 69).

(141) Replaced ‘millenniums’ with ‘millennia’. Replaced ‘they were crafted by Old Kingdom armourers’ with ‘they were crafted by armourers during the Age of Eternal Night’ in harmony with the recent Mongoose Publishing edition.

(142) Added ‘This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.’, copied from Section 341, earlier in the adventure.

(143) Replaced all occurrences of ‘free-standing’ with ‘freestanding’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(145) Replaced ‘Chaos horde’ with ‘Chaos-horde’. Replaced ‘their misshapen form’ with ‘their misshapen forms’. Replaced ‘six rounds, by’ with ‘six rounds by’.

(146) Replaced ‘infra-red’ with ‘infrared’.

(146) Replaced ‘south-easterly’ with ‘southeasterly’. Replaced ‘south-westerly’ with ‘southwesterly’.

(148) Replaced ‘attained, above’ with ‘attained above’.

(149) Replaced ‘Ghosts, in’ with ‘Ghosts in’.

(150) Replaced ‘demonlord’ with ‘Demonlord’. Replaced ‘before, in’ with ‘before in’.

(152) Replaced ‘Sun Lord, or higher’ with ‘Sun Lord or higher’. Replaced ‘crystal spire’ with ‘Crystal Spire’. Replaced ‘where once, in the time of the Old Kingdoms, a proud and mighty race reigned supreme’ with ‘where once, at the beginning of the Age of Eternal Night, a proud and mighty race reigned supreme’ in harmony with the recent Mongoose Publishing edition.

(153) Replaced ‘main mast’ with ‘mainmast’. Reduced the illustration number from X to IX (see erratum for Section 69). Replaced ‘boom, then’ with ‘boom, and then’.

(154) Replaced ‘chaos-creatures’ with ‘Chaos-creatures’.

(155) Replaced ‘shortlived’ with ‘short-lived’.

(156) Replaced ‘cavern; by’ with ‘cavern: by’. Replaced ‘on to’ with ‘onto’.

(161) Replaced ‘Sun Thane, or higher’ with ‘Sun Thane’ because Sun Thane is the highest possible rank to have attained in this book. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(162) Replaced ‘propelled by Old Kingdom magic’ with ‘propelled by Ixian witchcraft’ in harmony with the recent Mongoose Publishing edition.

(163) Replaced ‘Above you’ with ‘Above, you’. Replaced ‘hilt of rusty sword’ with ‘hilt of a rusty sword’. Replaced ‘turn to 126’ with ‘turn to 26’ (cf. Sections 37, 58, and 247).

(164) Replaced ‘in Magnamund’ with ‘on Magnamund’.

(165) Replaced ‘Lord, or higher’ with ‘Lord or higher’. Replaced all occurrences of ‘crystal spire’ with ‘Crystal Spire’. Reduced the illustration number from XI to X (see erratum for Section 69). Replaced ‘race of the Old Kingdoms reigned supreme’ with ‘race reigned supreme’ in harmony with the recent Mongoose Publishing edition.

(166) Replaced ‘me my’ with ‘me, my’.

(167) Replaced ‘bonuses to your COMBAT SKILL’ with ‘bonuses’. Replaced ‘Mindblast and Kai-surge’ with ‘Mindblast, Psi-surge, and Kai-surge’.

(168) Replaced ‘eye-sockets’ with ‘eye sockets’. Replaced ‘staff and, in’ with ‘staff, and in’.

(170) Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(171) Replaced ‘face-down’ with ‘face down’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Magi-magic, and’ with ‘Magi-magic and’. Replaced ‘or choose’ with ‘or if you choose’.

(173) Replaced ‘crystal spire’ with ‘Crystal Spire’. Replaced ‘Deathstaff and, in’ with ‘Deathstaff, and in’. Replaced ‘senses and, in’ with ‘senses, and in’.

(175) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘have picked’ with ‘have picked.’. Replaced ‘attained, above’ with ‘attained above’.

(176) Replaced ‘Brotherhood spell — Levitation — and’ with ‘Brotherhood Spell Levitation and’. Replaced ‘chaos-creatures’ with ‘Chaos-creatures’.

(178) Replaced ‘crystal spire’ with ‘Crystal Spire’.

(179) Deleted ‘While you wait out the storm in this makeshift shelter, you must eat a Meal or lose 3 ENDURANCE points.’ in harmony with the recent Mongoose Publishing edition.

(180) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Special Item, do not’ with ‘Special Item, or do not’. Replaced ‘Grand Nexus, and’ with ‘Grand Nexus and’.

(181) Reduced the illustration number from XII to XI (see erratum for Section 69).

(182) Replaced ‘starboard and’ with ‘starboard, and’.

(183) Replaced ‘eye-sockets’ with ‘eye sockets’. Replaced ‘staff and, in’ with ‘staff, and in’.

(185) Replaced ‘demonlord’ with ‘Demonlord’. Replaced ‘creamy-coloured’ with ‘cream-coloured’. Replaced ‘sky, beat’ with ‘sky beat’. Replaced ‘demonlord's’ with ‘Demonlord's’. Replaced ‘the new wave of Lavas reach’ with ‘the new wave of Lavas reaches’.

(186) Replaced ‘main mast’ with ‘mainmast’. Replaced ‘undead, who is clad’ with ‘undead, clad’.

(189) Replaced ‘collison’ with ‘collision’. Replaced ‘directions, then’ with ‘directions; then’.

(190) Replaced all occurrences of ‘chaos-creatures’ with ‘Chaos-creatures’. Replaced ‘grudgingly to retreat’ with ‘to retreat grudgingly’.

(191) Replaced ‘attack upon the’ with ‘attack the’. Replaced ‘pre-empted’ with ‘preempted’.

(192) Replaced all occurrences of ‘free-standing’ with ‘freestanding’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(193) Replaced ‘crystal spire’ with ‘Crystal Spire’.

(194) Replaced ‘korlinium scabbard’ with ‘Korlinium Scabbard’.

(195) Replaced ‘cry, ‘Ishir’ with ‘cry. ‘Ishir’. Reduced the illustration number from XIII to XII (see erratum for Section 69). Replaced ‘hundred leagues’ with ‘hundred yards’. The ship surfaces only one mile away, yet now is somehow approaching from a much greater distance?

(196) Replaced ‘Fearing your survival’ with ‘Fearing for your survival’. Replaced ‘Lord, or higher’ with ‘Lord or higher’. Replaced ‘Sun Thane, or higher’ with ‘Sun Thane’ since Sun Thane is the highest possible rank a Grand Master can have in this adventure. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’. Replaced ‘Telegnosis, and’ with ‘Telegnosis and’.

(200) Replaced all occurrences of ‘crystal spire’ with ‘Crystal Spire’.

(201) Replaced ‘main mast’ with ‘mainmast’.

(202) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(203) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced all occurrences of ‘free-standing’ with ‘freestanding’. Replaced ‘Kai-alchemy, and’ with ‘Kai-alchemy and’.

(204) Replaced ‘cutlery and’ with ‘cutlery, and’. Replaced ‘on to’ with ‘onto’.

(206) Replaced ‘Crack!’ with ‘crack!’.

(207) Reduced the illustration number from XIV to XIII (see erratum for Section 69). Replaced ‘troop of undead soldiers are’ with ‘troop of undead soldiers is’. Replaced ‘cavern; by’ with ‘cavern: by’. Replaced ‘on to’ with ‘onto’.

(209) Replaced ‘falter and’ with ‘falter, and’. Replaced ‘counter-attack’ with ‘counterattack’.

(211) Replaced ‘explosion white-hot’ with ‘explosion of white-hot’.

(212) Replaced ‘icy chill, then’ with ‘icy chill; then’.

(213) Replaced ‘chamber, is’ with ‘chamber is’. Replaced ‘which can be found within 150 miles of Xaagon’ with ‘which lie within 150 miles to the west of Xaagon’. The answer to the first part of the puzzle should be 2, but according to the map there are 4 islands within a radius of 150 miles around Xaagon. Limiting it to islands to the west of Xaagon is the simplest way of fixing this error.

(216) Replaced ‘demonlord’ with ‘Demonlord’. Replaced ‘fight, you’ with ‘fight you’. Added ‘This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.’ in harmony with the recent Mongoose Publishing editions.

(217) Replaced ‘Brotherhood spell — Counterspell — and’ with ‘Brotherhood Spell Counterspell and’. Replaced ‘electricity, then’ with ‘electricity; then’.

(218) Replaced ‘Lavas come swooping down’ with ‘Lavas comes swooping down’. Replaced ‘demonlord’ with ‘Demonlord’. Replaced ‘towards the Tagazin’ with ‘towards Tagazin’. Replaced ‘demonlord's’ with ‘Demonlord's’.

(219) Removed the quotation marks around Banedon's warning. Replaced ‘korlinium scabbard’ with ‘Korlinium Scabbard’. Replaced ‘another weapon’ with ‘another Weapon’.

(220) Replaced ‘Dessi stone’ with ‘Dessi Stone’. Replaced all occurrences of ‘weapon’ with ‘Weapon’. Replaced ‘Be sure to record this modification on your’ with ‘Be sure to record this permanent modification to your Weapon on your’.

(221) Replaced ‘Item, or’ with ‘Item or’.

(223) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(224) Replaced ‘from which the Tozaz is infamous’ with ‘for which the Tozaz is infamous’.

(225) Replaced ‘coiled or otherwise’ with ‘oiled or otherwise’.

(227) Replaced ‘demonlord’ with ‘Demonlord’.

(229) Replaced all occurrences of ‘chaos-creatures’ with ‘Chaos-creatures’. Reduced the illustration number from XV to XIV (see erratum for Section 69). Replaced ‘horros and’ with ‘horrors, and’ in the illustration's caption.

(230) Replaced ‘Brotherhood spell — Strength — and, within seconds’ with ‘Brotherhood Spell Strength, and within seconds’. Replaced ‘new-found’ with ‘newfound’. Replaced ‘demonlord’ with ‘Demonlord’. Replaced ‘out-distance’ with ‘outdistance’. Added ‘This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.’, copied from Section 341, earlier in the adventure.

(231) Replaced ‘suprise’ with ‘surprise’.

(233) Replaced ‘splutters, ‘it's’ with ‘splutters. ‘It's’.

(234) Replaced ‘cover avoiding’ with ‘cover, avoiding’.

(235) Replaced all occurrences of ‘chaos-creatures’ with ‘Chaos-creatures’.

(236) Replaced ‘sea water’ with ‘seawater’. Replaced ‘rail, then’ with ‘rail, and then’.

(239) Replaced ‘Ixian undead’ with ‘Ixian Undead’.

(240) Replaced ‘fifteen thousand’ with ‘eleven thousand’ in harmony with the recent Mongoose Publishing edition.

(241) Replaced ‘to see better’ with ‘to better see’. Replaced ‘Sun Knight, or higher’ with ‘Sun Knight or higher’.

(242) Replaced ‘Ixian undead’ with ‘Ixian Undead’.

(243) Replaced ‘Drakkarim undead’ with ‘Drakkarim Undead’. Reduced the illustration number from XVI to XV (see erratum for Section 69).

(244) Replaced all occurrences of ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’.

(245) Replaced ‘crystal spire’ with ‘Crystal Spire’.

(246) Replaced all occurrences of ‘rope’ with ‘Rope’.

(248) Replaced ‘my Lord’ with ‘my lord’ in harmony with the other two occurrences in this section.

(249) Replaced ‘ante-chamber’ with ‘antechamber’.

(250) Replaced ‘action they were committing’ with ‘action it was performing’.

(253) Replaced ‘Sun Thane, or higher’ with ‘Sun Thane’ since Sun Thane is the highest possible rank a Grand Master can have in this adventure. Replaced ‘Grand Huntmastery, and’ with ‘Grand Huntmastery and’.

(254) Replaced ‘pre-empt’ with ‘preempt’. Replaced ‘Sun Lord, or higher’ with ‘Sun Lord or higher’. Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’. Replaced ‘Kai-surge, or’ with ‘Kai-surge or’.

(255) Replaced ‘insticts’ with ‘instincts’.

(257) Replaced ‘demonlord’ with ‘Demonlord’.

(258) Replaced ‘Click’ with ‘click’.

(259) Replaced all occurrences of ‘chaos-creatures’ with ‘Chaos-creatures’.

(260) Replaced ‘Drakkarim marines’ with ‘Drakkarim Marines’. Replaced ‘rounds, or less’ with ‘rounds or less’. Replaced ‘rounds, or longer’ with ‘rounds or longer’. Replaced ‘If the combat lasts for’ with ‘If you win the combat in’.

(261) Replaced ‘bow fire’ with ‘Bow fire’.

(264) Reduced the illustration number from XVII to XVI (see erratum for Section 69). Replaced ‘Mindblast and Kai-surge’ with ‘Mindblast, Psi-surge, and Kai-surge’. Replaced ‘on to’ with ‘onto’. Replaced ‘pugnacious Captain’ with ‘pugnacious captain’.

(265) Replaced ‘bow, and’ with ‘Bow and’. Replaced ‘Kai-surge, and’ with ‘Kai-surge and’.

(266) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘cross-winds’ with ‘crosswinds’. Replaced ‘crystal spire’ with ‘Crystal Spire’.

(267) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(270) Replaced all occurrences of ‘crystal spire’ with ‘Crystal Spire’.

(272) Replaced ‘Sun Knight, or higher’ with ‘Sun Knight or higher’. Replaced ‘you increase you’ with ‘you increase your’.

(273) Replaced ‘spell — Slow Fall — enables’ with ‘spell Slow Fall enables’.

(275) Replaced ‘at its centre’ with ‘from its centre’. Replaced ‘round, by’ with ‘round by’.

(277) Replaced ‘on to’ with ‘onto’.

(278) Replaced ‘chaos-creatures’ with ‘Chaos-creatures’. Replaced ‘Chaos horde’ with ‘Chaos Horde’. Replaced ‘rounds, by’ with ‘rounds by’.

(279) Replaced ‘shockwave’ with ‘shock wave’.

(280) Replaced ‘wall, more’ with ‘wall more’.

(281) Replaced ‘bow’ with ‘Bow’. Replaced ‘arrow’ with ‘Arrow’. Replaced ‘Mindblast and Kai-surge’ with ‘Mindblast, Psi-surge, and Kai-surge’. Added ‘If you win the fight and you used the Sommerswerd, turn to 173’. Replaced ‘If you win the fight,’ with ‘If you win the fight without using the Sommerswerd,’.

(282) Replaced ‘dust, then’ with ‘dust, and then’.

(283) Replaced ‘in which’ with ‘from which’. Replaced ‘Bow, and’ with ‘Bow and’. Replaced ‘them, or’ with ‘them or’.

(284) Replaced ‘helmsman at the bow’ with ‘helmsman at the stern’. Replaced ‘swig, then’ with ‘swig, and then’.

(285) Replaced ‘rope’ with ‘Rope’.

(287) Replaced ‘arrow’ with ‘Arrow’. Replaced ‘bow’ with ‘Bow’. Replaced ‘six round’ with ‘six rounds’. Added ‘If you used the Sommerswerd, turn to 238.’. Added ‘Kajarda are undead.’ in harmony with the recent Mongoose Publishing edition.

(288) Replaced ‘sixth sense’ with ‘Sixth Sense’. Replaced ‘Ziog: (damaged)’ with ‘Ziog (damaged)’.

(289) Replaced ‘millenniums’ with ‘millennia’.

(290) Replaced ‘millenniums’ with ‘millennia’. Replaced ‘crystal spire’ with ‘Crystal Spire’.

(294) Replaced ‘demonlord’ with ‘Demonlord’.

(296) Replaced ‘gutteral’ with ‘guttural’.

(297) Replaced ‘raidant’ with ‘radiant’. Removed ‘If you have reached the Kai rank of Sun Thane, turn to 273.’ since Section 273 assumes you have already used Kai-alchemy, whereas in Section 297 you have chosen not to use this Grand Master Discipline. Replaced ‘If you have yet to attain this level of Kai Mastery, turn to 49.’ to ‘Turn to 49.’.

(299) Replaced ‘crystal spire’ with ‘Crystal Spire’.

(300) Replaced ‘attention, it’ with ‘attention; it’. Replaced ‘Ixian elder’ with ‘Ixian Elder’. Replaced ‘Kai sixth sense’ with ‘Kai Sixth Sense’. Replaced all occurrences of ‘crystal spire’ with ‘Crystal Spire’. Reduced the illustration number from XVIII to XVII (see erratum for Section 69). Replaced ‘Kai-screen, and’ with ‘Kai-screen and’.

(301) Replaced ‘demonlord’ with ‘Demonlord’. Replaced ‘demonlord's’ with ‘Demonlord's’. Replaced ‘en masse’ with ‘en masse’.

(302) Replaced ‘swig, then’ with ‘swig, and then’.

(307) Replaced ‘door, then’ with ‘door; then’.

(308) Added ‘This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.’, copied from Section 341, earlier in the adventure.

(309) Replaced ‘possess Sabito’ with ‘possess some Sabito’.

(310) Replaced ‘but only to find’ with ‘only to find’. Replaced ‘Ixian undead’ with ‘Ixian Undead’. Reduced the illustration number from XIX to XVIII (see erratum for Section 69).

(312) Replaced ‘Kai mastery’ with ‘Kai Mastery’. Replaced ‘destroyed (erase two items of your own choosing from your Backpack list).’ with ‘destroyed. (Erase two items of your own choosing from your Backpack list.)’.

(313) Replaced ‘Kai mastery’ with ‘Kai Mastery’.

(317) Replaced ‘despatch’ with ‘dispatch’.

(318) Replaced ‘chaos horde’ with ‘Chaos Horde’.

(323) Replaced ‘rope’ with ‘Rope’. Replaced ‘If if’ with ‘If it’.

(324) Replaced ‘sixth sense’ with ‘Sixth Sense’.

(325) Replaced ‘crystal spire’ with ‘Crystal Spire’.

(327) Replaced ‘on to’ with ‘onto’.

(328) Replaced ‘crystal spire’ with ‘Crystal Spire’.

(330) Replaced ‘bow’ with ‘Bow’. Replaced ‘crystal spire’ with ‘Crystal Spire’. Replaced ‘Bow, and’ with ‘Bow and’.

(332) Replaced ‘Thane, or higher’ with ‘Thane’ (Sun Thane is the highest possible rank).

(333) Replaced ‘crystal spire’ with ‘Crystal Spire’.

(336) Replaced ‘Drakkarim undead’ with ‘Drakkarim Undead’.

(338) Replaced ‘millenniums’ with ‘millennia’.

(339) Replaced ‘korlinium scabbard’ with ‘Korlinium Scabbard’.

(340) Replaced ‘main mast’ with ‘mainmast’. Reduced the illustration number from XX to XIX (see erratum for Section 69).

(341) Replaced ‘demonlord's’ with ‘Demonlord's’. Replaced ‘If, at any time during this fight, you reduce Tagazin's ENDURANCE points score to 25 or less’ with ‘If you reduce Tagazin's ENDURANCE points score to 25 or less at any time during this fight’.

(343) Replaced ‘by huge frozen fountain’ with ‘by a huge frozen fountain’. Replaced ‘Lord, or higher’ with ‘Lord or higher’. Replaced ‘crystal spire’ with ‘Crystal Spire’. Replaced ‘in the time of the Old Kingdoms’ with ‘at the beginning of the Age of Eternal Night’ in harmony with the recent Mongoose Publishing edition.

(346) Replaced ‘Crack!’ with ‘crack!’.

(347) Replaced ‘demonlord’ with ‘Demonlord’. Reduced the illustration number from XXI to XX (see erratum for Section 69).

(350) Replaced ‘Ardan, ‘Is’ with ‘Ardan. ‘Is’. Replaced ‘county’ with ‘country’. Replaced ‘home, and’ with ‘home and’. Replaced ‘DAWN OF THE DRAGONS’ with ‘Dawn of the Dragons’. Replaced ‘grave news I'm afraid’ with ‘grave news, I'm afraid’.

(Combat Rules Summary) Replaced ‘cross reference’ with ‘cross-reference’. Replaced ‘top of chart’ with ‘top of the chart’. Replaced ‘fall to 0’ with ‘falls to 0 or below’. Replaced ‘Kai Disciplines’ with ‘Grand Master Disciplines’. Replaced ‘Pick number from’ with ‘Pick a number from the’. Replaced ‘Turn to Combat’ with ‘Turn to the Combat’. Replaced ‘to random number’ with ‘to the random number’. Replaced ‘when ENDURANCE’ with ‘when the ENDURANCE’. Replaced ‘ignored, only’ with ‘ignored; only’.

Note on Adjusted Combat Statistics

Many enemies in this book have had their statistics altered in accordance with the Mongoose Publishing edition to balance the game. Here is a table to show which enemies have been altered.

Revised combat statistics

Section

Enemy

Original

Mongoose

21

Ixian Gybia

CS 50 EP 60

CS 45 EP 58

23

Ixian Undead

CS 48 EP 55

CS 46 EP 55

27

Suggaz

CS 44 EP 44

CS 40 EP 44

35

3 Cabalah

CS 56 EP 54

CS 53 EP 54

50

Ixian Undead

CS 47 EP 50

CS 42 EP 50

67

Chaos-horde

CS 50 EP 48

CS 46 EP 46

111

Chaos-horde

CS 46 EP 48

CS 43 EP 46

121

Ziog

CS 52 EP 44

CS 50 EP 44

130

3 Cabalah

CS 56 EP 54

CS 53 EP 54

137

Chaos-horde

CS 50 EP 48

CS 46 EP 46

145

Chaos-horde

CS 52 EP 50

CS 48 EP 50

167

3 Cabalah

CS 52 EP 54

CS 50 EP 54

239

Ixian Undead

CS 48 EP 55

CS 46 EP 55

242

Ixian Undead

CS 48 EP 55

CS 46 EP 55

243

Drakkarim Undead

CS 40 EP 42

CS 34 EP 42

264

Cabalah

CS 48 EP 45

CS 47 EP 45

277

Ziog

CS 49 EP 42

CS 48 EP 42

278

Chaos-horde

CS 52 EP 50

CS 48 EP 50

281

3 Cabalah

CS 56 EP 54

CS 53 EP 54

285

Suggaz

CS 44 EP 44

CS 40 EP 44

310

Ixian Undead

CS 45 EP 52

CS 43 EP 52

336

Drakkarim Undead

CS 40 EP 42

CS 34 EP 42

337

Suggaz

CS 44 EP 44

CS 40 EP 44

Footnotes

[1] (The Game Rules) The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers' Handbook for details.

[2] (The Game Rules) If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

[3] (Grand Master Disciplines) Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a ‘hidden loyalty bonus’ (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

[4] (Section 10) This is the correct answer to the grid lock in Section 69.

[5] (Section 20) This is the correct answer to the ancient, green crystal lock in Section 213.

[6] (Section 22) If you have not visited the city of Darke, only turn to Section 305 if you met Captain Prarg at the Battle of Cetza.

[7] (Section 23) In view of Banedon's comments in Section 339, it would seem that you should not use the Sommerswerd in this combat.

[8] (Section 50) In view of Banedon's comments in Section 339, it would seem that you should not use the Sommerswerd in this combat.

[9] (Section 69) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 139.

[10] (Section 100) This is the correct answer to the intricate lockplate in the centre of the green crystal door in Section 322.

[11] (Section 150) In other words, have you ever visited the domain of the Demoness Shamath?

[12] (Section 213) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 199.

[13] (Section 214) According to Mongoose Publishing's Lone Wolf, The Roleplaying Game (© 2004): ‘As trapped by the wave of unlife as his people, Ixiataaga has researched the lore of death and magic for ten millennia.’ This indicates that Deathlord Ixiataaga is indeed undead, so remember that you inflict double ENDURANCE point losses against him.

[14] (Section 234) It seems logical that you should deduct 1 ENDURANCE point due to this use of Kai-surge.

[15] (Section 239) There is no path which leads to this section of the book. It is functionally identical to Section 23 and Section 242, and therefore its isolation does not affect the gameplay of the book. also, in view of Banedon's comments in Section 339, it would seem that you should not use the Sommerswerd in this combat.

[16] (Section 242) In view of Banedon's comments in Section 339, it would seem that you should not use the Sommerswerd in this combat.

[17] (Section 303) If you possess the Sommerswerd, Section 98 of Dawn of the Dragons suggests that you may be able to add 4 to your COMBAT SKILL when using it in the Plane of Darkness (in addition to all other combat bonuses for this Special Item).

[18] (Section 322) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 84.

Table of Illustrations

The following is a list of all Sections containing illustrations found in this book:

Primary Illustrations

- Illustration I (Section 14)

- Illustration II (Section 24)

- Illustration III (Section 45)

- Illustration IV (Section 67)

- Illustration V (Section 77)

- Illustration VI (Section 89)

- Illustration VII (Section 121)

- Illustration VIII (Section 140)

- Illustration IX (Section 153)

- Illustration X (Section 165)

- Illustration XI (Section 181)

- Illustration XII (Section 195)

- Illustration XIII (Section 207)

- Illustration XIV (Section 229)

- Illustration XV (Section 243)

- Illustration XVI (Section 264)

- Illustration XVII (Section 300)

- Illustration XVIII (Section 310)

- Illustration XIX (Section 340)

- Illustration XX (Section 347)

- Ixia & the Hardlands

- Action Chart

Secondary Illustrations

- Equipment

- Grand Master Disciplines

- Section 7

- Section 20

- Section 22

- Section 32

- Section 48

- Section 56

- Section 69

- Section 94

- Section 106

- Section 107

- Section 141

- Section 143

- Section 150

- Section 180

- Section 181

- Section 192

- Section 197

- Section 202

- Section 203

- Section 206

- Section 214

- Section 289

- Section 295

- Section 338

Project Aon License

21 August 2009

0. Preamble

Joe Dever, author of the Lone Wolf game books, and Ian Page, author of the World of Lone Wolf books are providing certain of their works for free (gratis) download from the internet. Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr, Graham Round, and Brian Williams are similarly offering the illustrations that they did for these books. This license is intended to protect the rights of the authors and the illustrators, grant rights to their readers, and preserve the quality of the books distributed in this way.

By viewing or downloading the books or the illustrations, you agree to refrain from redistributing them in any format for any reason. This is intended to protect readers from getting poor quality, unofficial versions or from being asked for payment in exchange for the books by someone who is redistributing them unofficially.

Anyone who wishes to simply view or download the Internet Editions for their own personal use need not worry about running afoul of the terms of this License. These activities are within acceptable behaviour as defined by this License.

This section does not contain the legally binding terms of this license. Please read the precise terms and conditions of this license that follow.

The current version of this license can be found at the following URL:

http://www.projectaon.org/en/Main/License

1. Definitions

1.0

‘License’ shall hereafter refer to this document.

1.1

‘Authors’ shall hereafter refer to Joe Dever, Ian Page, and Gary Chalk, copyright holders for the literary works covered by this license. Where Joe Dever, Ian Page, or Gary Chalk is mentioned singly, they will be referred to by name.

1.2

‘Illustrators’ shall hereafter refer to Rob Adams, copyright holder of portions of The Magnamund Companion; Paul Bonner, holder of the copyrights for the illustrations of the World of Lone Wolf books; Gary Chalk, holder of the copyrights for the illustrations of Lone Wolf books one through eight counted inclusively, holder of the copyrights of portions of The Magnamund Companion, and holder of the copyrights for The Lone Wolf Poster Painting Book; Melvyn Grant, holder of the copyrights for the illustrations of Freeway Warrior 1: Highway Holocaust; Richard Hook, copyright holder of portions of The Magnamund Companion; Peter Andrew Jones, copyright holder for the illustrations used in the Lone Wolf 10th Anniversary Calendar; Cyril Julien, copyright holder of portions of The Skull of Agarash; Peter Lyon, copyright holder of portions of The Magnamund Companion; Trevor Newton, copyright holder of the illustrations of Voyage of the Moonstone; Peter Parr, copyright holder of the illustrations of Black Baron and White Warlord, Emerald Enchanter and Scarlet Sorcerer; Graham Round, copyright holder of portions of The Magnamund Companion; and Brian Williams, holder of the copyrights for the illustrations of Lone Wolf books nine through twenty-eight counted inclusively with the exception of the illustrations for book twenty-one, The Voyage of the Moonstone, holder of the copyrights of portions of The Skull of Agarash, and holder of the copyrights for the illustrations of books two through four, counted inclusively, of the Freeway Warrior series. Where Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Trevor Newton, Peter Parr Graham Round, or Brian Williams is mentioned singly, they will be referred to by name.

1.3

‘Internet’ shall hereafter refer to any means of transferring information electronically between two or more ‘Licensees’. (The term ‘Licensee’ is defined in Section 1.5 of the License)

1.4

‘Internet Editions’ shall hereafter refer to the document or documents, any parts thereof or derivative works thereof (including translations) made available to the public under the terms of this License via the Internet. The term ‘Internet Editions’ is limited to the electronic transcription of certain text and illustrations by the Authors and Illustrators respectively as listed hereafter.

The following are the works written by Joe Dever which are being offered in English and Spanish under the terms of this license:

- Flight from the Dark;

© 1984 Joe Dever and Gary Chalk.

- Fire on the Water;

© 1984 Joe Dever and Gary Chalk.

- The Caverns of Kalte;

© 1984 Joe Dever and Gary Chalk.

- The Chasm of Doom;

© 1985 Joe Dever and Gary Chalk.

- Shadow on the Sand;

© 1985 Joe Dever and Gary Chalk.

- The Kingdoms of Terror;

© 1985 Joe Dever and Gary Chalk.

- Castle Death;

© 1986 Joe Dever and Gary Chalk.

- The Jungle of Horrors;

© 1987 Joe Dever and Gary Chalk.

- The Cauldron of Fear;

© 1987 Joe Dever.

- The Dungeons of Torgar;

© 1987 Joe Dever.

- The Prisoners of Time;

© 1987 Joe Dever.

- The Masters of Darkness;

© 1988 Joe Dever.

- The Plague Lords of Ruel;

© 1990, 1992 Joe Dever.

- The Captives of Kaag;

© 1991 Joe Dever.

- The Darke Crusade;

© 1991, 1993 Joe Dever.

- The Legacy of Vashna;

© 1991, 1993 Joe Dever.

- The Deathlord of Ixia;

© 1992, 1994 Joe Dever.

- Dawn of the Dragons;

© 1992 Joe Dever.

- Wolf's Bane;

© 1993, 1995 Joe Dever.

- The Curse of Naar;

© 1993, 1996 Joe Dever.

- Voyage of the Moonstone;

© 1994 Joe Dever.

- The Buccaneers of Shadaki;

© 1994 Joe Dever.

- Mydnight's Hero;

© 1995 Joe Dever.

- Rune War;

© 1995 Joe Dever.

- Trail of the Wolf;

© 1997 Joe Dever.

- The Fall of Blood Mountain;

© 1997 Joe Dever.

- Vampirium;

© 1998 Joe Dever.

- The Hunger of Sejanoz;

© 1998 Joe Dever.

- The Magnamund Companion;

© 1986 Joe Dever.

- Freeway Warrior 1: Highway Holocaust;

© 1988 Joe Dever.

- Freeway Warrior 2: Slaughter Mountain Run;

© 1988 Joe Dever.

- Freeway Warrior 3: The Omega Zone;

© 1989 Joe Dever.

- Freeway Warrior 4: California Countdown;

© 1989 Joe Dever.

- Black Baron;

© 1986 Joe Dever.

- White Warlord;

© 1986 Joe Dever.

- Emerald Enchanter;

© 1986 Joe Dever.

- Scarlet Sorcerer;

© 1986 Joe Dever.

The following are the works written by Ian Page which are being offered in English under the terms of this license:

- Grey Star the Wizard;

© 1985 Ian Page.

- The Forbidden City;

© 1986 Ian Page.

- Beyond the Nightmare Gate;

© 1986 Ian Page.

- War of the Wizards;

© 1986 Ian Page.

The illustrations created by Rob Adams for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Rob Adams.

The illustrations created by Paul Bonner for the following books are part of the illustrations being offered under the terms of this License:

- Grey Star the Wizard;

Illustrations © 1985 Paul Bonner.

- The Forbidden City;

Illustrations © 1986 Paul Bonner.

- Beyond the Nightmare Gate;

Illustrations © 1986 Paul Bonner.

- War of the Wizards;

Illustrations © 1986 Paul Bonner.

The illustrations created by Gary Chalk for the following books are part of the illustrations being offered under the terms of this License:

- Flight from the Dark;

Illustrations © 1984 Joe Dever and Gary Chalk.

- Fire on the Water;

Illustrations © 1984 Joe Dever and Gary Chalk.

- The Caverns of Kalte;

Illustrations © 1984 Joe Dever and Gary Chalk.

- The Chasm of Doom;

Illustrations © 1985 Joe Dever and Gary Chalk.

- Shadow on the Sand;

Illustrations © 1985 Joe Dever and Gary Chalk.

- The Kingdoms of Terror;

Illustrations © 1985 Joe Dever and Gary Chalk.

- Castle Death;

Illustrations © 1986 Joe Dever and Gary Chalk.

- The Jungle of Horrors;

Illustrations © 1987 Joe Dever and Gary Chalk.

- The Magnamund Companion;

Some illustrations © 1986 Gary Chalk.

- The Lone Wolf Poster Painting Book;

© 1987 Gary Chalk.

The text written by Gary Chalk for the following book is being offered in English under the terms of this License:

- The Lone Wolf Poster Painting Book;

© 1987 Gary Chalk.

The illustrations created by Melvyn Grant for the following book are part of the illustrations being offered under the terms of this License:

- Freeway Warrior 1: Highway Holocaust;

Illustrations © 1988 Melvyn Grant.

The illustrations created by Richard Hook for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Richard Hook.

The illustrations created by Peter Andrew Jones for the following book are part of the illustrations being offered under the terms of this License:

- Lone Wolf 10th Anniversary Calendar;

Illustrations © 1994 Peter Andrew Jones.

The illustrations created by Cyril Julien for the following book are part of the illustrations being offered under the terms of this License:

- The Skull of Agarash;

Some illustrations © 1994 Cyril Julien.

The illustrations created by Peter Lyon for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Peter Lyon.

The illustrations created by Trevor Newton for the following book are part of the illustrations being offered under the terms of this License:

- Voyage of the Moonstone;

Illustrations © 1994 Trevor Newton.

The illustrations created by Peter Parr for the following books are part of the illustrations being offered under the terms of this License:

- Black Baron;

Illustrations © 1986 Peter Parr.

- White Warlord;

Illustrations © 1986 Peter Parr.

- Emerald Enchanter;

Illustrations © 1986 Peter Parr.

- Scarlet Sorcerer;

Illustrations © 1986 Peter Parr.

The illustrations created by Graham Round for the following book are part of the illustrations being offered under the terms of this License:

- The Magnamund Companion;

Some illustrations © 1986 Graham Round.

The illustrations created by Brian Williams for the following books are part of the illustrations being offered under the terms of this License:

- The Cauldron of Fear;

Illustrations © 1987 Brian Williams.

- The Dungeons of Torgar;

Illustrations © 1987 Brian Williams.

- The Prisoners of Time;

Illustrations © 1987 Brian Williams.

- The Masters of Darkness;

Illustrations © 1988 Brian Williams.

- The Plague Lords of Ruel;

Illustrations © 1990, 1992 Brian Williams.

- The Captives of Kaag;

Illustrations © 1990, 1992 Brian Williams.

- The Darke Crusade;

Illustrations © 1991, 1993 Brian Williams.

- The Legacy of Vashna;

Illustrations © 1991, 1993 Brian Williams.

- The Deathlord of Ixia;

Illustrations © 1992 Brian Williams.

- Dawn of the Dragons;

Illustrations © 1992 Brian Williams.

- Wolf's Bane;

Illustrations © 1993 Brian Williams.

- The Curse of Naar;

Illustrations © 1993 Brian Williams.

- The Buccaneers of Shadaki;

Illustrations © 1994 Brian Williams.

- Mydnight's Hero;

Illustrations © 1995 Brian Williams.

- Rune War;

Illustrations © 1995 Brian Williams.

- Trail of the Wolf;

Illustrations © 1997 Brian Williams.

- The Fall of Blood Mountain;

Illustrations © 1997 Brian Williams.

- Vampirium;

Illustrations © 1998 Brian Williams.

- The Hunger of Sejanoz;

Illustrations © 1998 Brian Williams.

- The Skull of Agarash;

Some illustrations © 1994 Brian Williams.

- Freeway Warrior: Slaughter Mountain Run;

Illustrations © 1988 Brian Williams.

- Freeway Warrior: The Omega Zone;

Illustrations © 1989 Brian Williams.

- Freeway Warrior: California Countdown;

Illustrations © 1989 Brian Williams.

The works distributed under the collective title Lone Wolf Club Newsletters — which are composed of, in part, portions of the above named works — will also be distributed under the terms of this License.

‘Internet Editions’ shall not refer to any other works by the Authors, nor any other illustrations by the Illustrators unless the Authors or Illustrators amend this License. ‘Internet Editions’ shall refer solely to the text and illustrations of the above works when made available through the Internet.

1.5

‘Licensee’ shall hereafter refer to any person or electronic agent who receives some portion or all of the Internet Editions. The ‘Licensee’ shall hereinafter be referred to as ‘Licensee’ or ‘you’.

1.6

‘Distribution Point’ shall hereafter refer to the specific Internet site or sites to which the Authors and Illustrators have granted rights to distribute the Internet Editions under the terms of the License.

1.7

‘Maintainer’ shall hereafter refer to the person or persons who are responsible for the maintenance of the Distribution Point.

2. Terms of Distribution

2.0

The terms of this License are limited to the distribution of the Internet Editions. No other form of distribution is covered under the terms of this License.

2.1

The Authors and Illustrators grant you the right to receive a copy or copies of the Internet Editions from the Distribution Point at no charge provided that you agree to all of the terms and obligations of this License. If you do not agree to all of the terms and obligations of this License, you are not granted any rights by this License.

You agree to be bound by the terms and obligations of this License by the act of receiving or viewing a copy of any portion of the Internet Editions even though you have not signed a written document. Indeed, you have no right to receive or view a copy or copies without first accepting this License as legally valid and binding and agreeing to the terms and obligations of this License.

2.2

You agree to refrain from redistributing a significant portion of the Internet Editions in any form, electronic or otherwise, to any other person or persons for any reason by any means. You are granted the right to receive a copy or copies only for your own personal use.

This License does not collectively grant any rights to corporations or groups of individuals when regarded as one legal entity. This License exclusively grants rights to private individuals.

Redistribution includes but is not limited to displaying the Internet Editions within the graphical representation of an Internet site other than the Distribution Point. This prohibition includes but is not limited to the use of HTML ‘frames’.

An exception to the restrictions on redistribution in this section is made in that you may send the Internet Editions or derivative works thereof to the Distribution Point by the consent of the Maintainer.

2.3

The Authors and Illustrators retain all other rights to their respective portions of the Internet Editions not covered by this License. The Authors or Illustrators may, at any time, without notice and without need to show due cause, revoke the rights granted to you by this License to their respective portions of the Internet Editions.

2.4

If a person is under the legal age to be able to enter into a contractual relationship as defined by the laws of the area in which that person resides, they may have a parent or legal guardian agree to be bound by the terms and obligations of this License. On condition of agreeing to be bound by the terms of the License, that same parent or legal guardian may thereafter give a copy or copies of the Internet Editions to that child. That parent or legal guardian is thereafter legally responsible to ensure that that child behaves in accordance with all of the terms and obligations of this License.

The authority of a parent or legal guardian to distribute the Internet Editions does not extend to the distribution of the Internet Editions to any other person or persons except his or her child or legal dependent.

3. Termination of the License

3.0

If for any reason you are unable to comply with any of the terms and obligations of this License, you agree to destroy all copies of the Internet Editions of which you have control within fourteen calendar days after the first violation.

3.1

If any of the Authors or the Illustrators revokes your rights granted under this License, you agree to destroy all copies of the Authors' or Illustrators' work which is a part of the Internet Editions of which you have control within fourteen calendar days of receiving notification in any form.

4. Jurisdiction

4.0

If, in consequence of court judgement or the laws of a particular area, any portion of the License is held as invalid or unenforceable in any particular circumstance, you are no longer granted any rights under the terms of this License in that circumstance. You agree to act in accordance with section 3.0 for all copies of the Internet Editions for which the License is held as invalid or unenforceable as if you had violated the terms and obligations of the License. The License is intended to remain in force in all other circumstances.

5. Revision of the License

5.0

The Authors and the Illustrators may publish revisions of this License in the future to address new concerns. Any further revisions will be legally binding at the time that you receive notification in any form of the revision.

6. NO WARRANTY

6.0

BECAUSE THE INTERNET EDITIONS ARE LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE INTERNET EDITIONS, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS OR OTHER PARTIES PROVIDE THE INTERNET EDITIONS "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY OF THE INTERNET EDITIONS IS WITH YOU. SHOULD THE INTERNET EDITIONS PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY REPAIRS.

6.1

IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER OR MAINTAINER BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE INTERNET EDITIONS (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE INTERNET EDITIONS TO OPERATE WITH ANY PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

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