been in total darkness for three minutes when you detect the foul smell of decay ahead, similar to rotting meat. If you have a Torch and Tinderbox in your Pack, you may light the Torch to see your way ahead.
Suddenly, something heavy drops from the tunnel ceiling onto your back and you fall to your knees. It is a Burrowcrawler and you must fight it, for it is trying to strangle you with its long slimy tentacles.
Illustration XI —It is a Burrowcrawler and it is trying to strangle you.
Burrowcrawler: COMBAT SKILL 17 ENDURANCE 7
If you do not have a torch, deduct 3 points from your COMBAT SKILL during this fight. The Burrowcrawler is immune to Mindblast and Animal Kinship.
If you win, turn to 319 .
171
You are at the very edge of the wood when your horse rears up in agony. The Kraan has sunk its claws deep into the horse's hind legs and is trying to knock you to the ground with its wings. The ghoulish Giak rider squeals with delight as he stabs at you with his spear. You jump to the ground and dash for the trees, leaving the poor dying horse in the clutches of the Kraan.
Turn to 303 .
174
After nearly an hour of drifting downstream, the water current becomes quite strong and you can see that you are being drawn towards a whirlpool near the centre as the river curves round. You know that if you are caught in the swirling water, you stand very little chance of escaping a watery death. You dive into the muddy river and as you begin to swim towards the shore you unfortunately lose your Backpack and Weapons. Without your equipment, you reach the wooded bank.
Turn to 190 .
177
You search all of the cupboards in the small cottage but do not find anything of use or value. You decide that you have wasted enough time here and must press on without further delay.
Turn to 83 .
180
They see you raise your weapon, and they instantly attack you.
If you decide to fight them, you must fight them one at a time.
Leader: COMBAT SKILL 15 ENDURANCE 22
Soldier 1: COMBAT SKILL 13 ENDURANCE 20
Soldier 2: COMBAT SKILL 12 ENDURANCE 20
If you kill all three of them, turn to 62 .
If you wish to evade combat, turn to 22 .
181
Instinctively you duck, and dive to avoid the crossbow bolt. The bandit fires and you feel the sleeve of your jacket tear as the missile grazes past your left arm. You thank the gods for your good fortune and sprint on.
None of the other bandits have bows and they soon give up the chase. As you sprint off into the distance, you leave them all far behind.
You stop just long enough to strap up your wounded arm and then continue along the road towards the outer defences of the capital.
Turn to 288 .
182
Three rangers gallop past the river bank, closely followed by the Giaks on their snarling mounts — the Doomwolves. But your Camouflage skill has saved you from being spotted. The pack of evil Giaks continue on their chase without even glancing at the river.
Turn to 174 .
185
You narrow your eyes and scan the trees for some sign of the hidden archer. Your wait is not a long one, for a moment later a sharp pain tears through your chest and you are thrown back by the force of three arrows. Two of the black shafts have sunk deep into your rib cage, and the third has pierced your thigh.
The last thing that you see is the canopy of fern trees above and a large green dragonfly as it settles on your belt buckle.
Your life and your mission end here.
186
The Kakarmi disappear into the dense undergrowth and you soon find yourself lost. After nearly two hours of walking you hear the sound of running water. You decide to investigate a little closer.
Turn to 106 .
188
You can see the shadow of the Kraan getting larger all around you. It suddenly strikes, pitching you forward onto your face with the power of its attack.
Pick a number from the Random Number Table .
If the number you have picked is 0–6, the Kraan has ripped away your Backpack. You have lost the Pack and
Christiane Shoenhair, Liam McEvilly