blast of destructive energy. The thought of being blown to atoms serves to dampen Prarg's curiosity and sheepishly he returns to your side. You give the booby-trapped throne a wide berth and leave the chamber by a smooth-walled tunnel in the far wall. But you have taken no more than a dozen steps when a chill of premonition runs like a trickle of icy cold water down your spine. You halt and reach for your weapon.
Then a loud voice booms out, destroying the silence.
‘Welcome, Lone Wolf. Welcome to your tomb!’
Instinctively you know that it is the voice of Warlord Magnaarn.
Turn to 280 .
[5] This section represents the correct answer to the dragon door lock in Section 221 .
6
Rising into view at the top of the stairs comes another Tunnel Stalker, the mate of the one you encountered earlier. Mindful of that combat, you decide to seize the initiative and attack this beast before it reaches the top of the stairs.
Tunnel Stalker: COMBAT SKILL 38 ENDURANCE 40
Because of the speed of your attack, and the advantage of fighting from higher ground, increase your COMBAT SKILL score by 3 points for the duration of this fight.
If you win this combat, turn to 91 .
7
You raise your weapon and steady yourself as the two Ciquali clamber over the gunwale. For a moment they glare at you with hideous, bulging eyes, their throat sacs swelling and collapsing rapidly as they approach the moment to strike. Then, with a shrill screech, they spring simultaneously towards your chest.
Ciquali: COMBAT SKILL 32 ENDURANCE 28
If you win this combat, turn to 148 .
8
The scout places two fingers to his lips and gives a long, warbling whistle. The sound makes the mercenaries spin around and stare in your direction, and you hear one of them whistling twice in reply. Your scout then asks that you be allowed to enter their camp. There is a long pause; then a heavily-accented voice replies, ‘Show yourselves.’
Relief that you are human, and not Drakkarim, is displayed clearly on the faces of these League-landers when the four of you stand up and walk slowly towards their camp. They offer their apologies for firing on you and one suggests that he escort you to meet their leader Baron Maquin. Politely you accept his offer.
Turn to 294 .
9
You focus a ball of psychic energy at the advancing creature and unleash it with unexpected results. The beast possesses phenomenal natural psychic abilities which absorb the shock of your attack, enabling it to shrug off a mental assault which would devastate many creatures twice its size.
Turn to 297 .
10
You search through the many cases and boxes which lie scattered around this cluttered cabin, and you discover the following which may be of use to you during your mission:
Signet Ring
Bow
3 Arrows
Sword
2 Potions of Laumspur (each restores 4 ENDURANCE points)
Hourglass
Brass Key
Dagger
If you decide to keep any of the above, remember to make the necessary adjustments to your Action Chart .
To continue, turn to 277 .
12
You step away from the two dead Tukodak, sheathe your weapon and turn around to find Prarg standing by your side. He thanks you for saving him from the Tukodak's spear and then he helps you to hide the bodies of the two slain guards beneath some undergrowth in the surrounding ruins. Before you leave them, a quick search of their packs and pockets reveals the following items:
Enough food for 1 Meal
Dagger
2 Swords
Bow
4 Arrows
If you wish to take and keep any of the above items, remember to adjust your Action Chart accordingly.
To enter the unguarded tower, turn to 221 .
13
As the deadly crossbow bolts scream towards you and the captain, you open your hand and thrust your palm into Prarg's back, pushing him forward. This swift action saves him from the first bolt, but it robs you of time in which to react to the second. It strikes and red-hot pain flares up your arm as the iron-tipped bolt gouges a deep furrow of flesh from the back of your wrist: lose 4
Bwwm Romance Dot Com, Esther Banks