From cf7a223eb8613991c0213d794a2e8d56997c2f35 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Ingo=20Kl=C3=B6cker?= Date: Sun, 5 Aug 2007 12:01:45 +0000 Subject: [PATCH] Replaced ' with in sections 71--140. git-svn-id: https://projectaon.org/data/en/xml@425 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 20tcon.xml | 70 +++++++++++++++++++++++++++--------------------------- 1 file changed, 35 insertions(+), 35 deletions(-) diff --git a/20tcon.xml b/20tcon.xml index 6b766b7..b96429e 100644 --- a/20tcon.xml +++ b/20tcon.xml @@ -1551,8 +1551,8 @@ 71 -

With cool defiance you stare back at the ghoulish mutant horde. You count more than thirty spears raised and ready to be hurled at you upon Nza'pok's command, far more than you can hope to dodge at once, yet still you refuse to show him and his loathsome spawn any sign of weakness. Then, in the face of imminent death, you suddenly recall part of the script of the Tome of Darkness that told of a secret name which can bind Nza'pok when spoken aloud. This name could be the key to your survival, yet you have no time left to retrieve the book from your backpack. If you are to use this secret name you must try to recall it from memory.

- If you think that Nza'pok's secret name is Hulka, turn to 171. +

With cool defiance you stare back at the ghoulish mutant horde. You count more than thirty spears raised and ready to be hurled at you upon Nzapoks command, far more than you can hope to dodge at once, yet still you refuse to show him and his loathsome spawn any sign of weakness. Then, in the face of imminent death, you suddenly recall part of the script of the Tome of Darkness that told of a secret name which can bind Nzapok when spoken aloud. This name could be the key to your survival, yet you have no time left to retrieve the book from your backpack. If you are to use this secret name you must try to recall it from memory.

+ If you think that Nzapoks secret name is Hulka, turn to 171. If you think that the name is Khula, turn to 105. If you think that the name is Lukha, turn to 56.
@@ -1593,7 +1593,7 @@ 75 -

The first bolts come whistling through the air as you throw yourself behind Shamath's great Throne of Power. Crouching here as you listen fearfully to the hiss of flying missiles and the screams of the approaching horde, you suddenly notice the waters of the strange pool which lies less than a dozen yards from the rear of the throne. Beyond this pool you see the pair of huge black gates which dominate the far wall of this chamber and suddenly your mind recalls the text which appeared in the Tome of Darkness. This must be the Pool of Sorrows, and beyond it are the Gates of Darknessan exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully. Without hesitation, you stab a finger against the point of your belt buckle and draw a few droplets of blood. Then you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your finger and a stunning transformation takes place the instant your blood hits the pool's swirling surface.

+

The first bolts come whistling through the air as you throw yourself behind Shamaths great Throne of Power. Crouching here as you listen fearfully to the hiss of flying missiles and the screams of the approaching horde, you suddenly notice the waters of the strange pool which lies less than a dozen yards from the rear of the throne. Beyond this pool you see the pair of huge black gates which dominate the far wall of this chamber and suddenly your mind recalls the text which appeared in the Tome of Darkness. This must be the Pool of Sorrows, and beyond it are the Gates of Darknessan exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully. Without hesitation, you stab a finger against the point of your belt buckle and draw a few droplets of blood. Then you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your finger and a stunning transformation takes place the instant your blood hits the pools swirling surface.

Turn to 300.
@@ -1613,7 +1613,7 @@ 77 -

The sight of Huan'zhor fast approaching galvanizes you into action. Frantically you search for the Scarab of the Wingless Dragon but you cannot detect any artifact that resembles either a scarab or a wingless dragon. Through the wall of flames you can see Huan'zhor flaring his mighty wings; he is slowing his approach to the temple in preparation to land upon his nest of fire. You feel a wave of magical energy sweeping over the nest and you sense that the Dragonlord has reactivated the spell which shielded the trapdoor. This route of escape is now sealed. Moments later his shadow darkens the flameshe is but seconds away from landing.

+

The sight of Huanzhor fast approaching galvanizes you into action. Frantically you search for the Scarab of the Wingless Dragon but you cannot detect any artifact that resembles either a scarab or a wingless dragon. Through the wall of flames you can see Huanzhor flaring his mighty wings; he is slowing his approach to the temple in preparation to land upon his nest of fire. You feel a wave of magical energy sweeping over the nest and you sense that the Dragonlord has reactivated the spell which shielded the trapdoor. This route of escape is now sealed. Moments later his shadow darkens the flameshe is but seconds away from landing.

If you wish to escape the nest by leaping into the transporter beam, turn to 209. If you wish to attempt to find a place in the nest where you can hide from the approaching Dragonlord, turn to 185.
@@ -1643,7 +1643,7 @@ 80 -

You use your Kai skill to command the apprehensive creature to abandon its thoughts of attacking you and run away. The beast's evil eyes widen with uncertainty and then, in a moment of sheer terror, its nerve breaks and it scrambles back up the ramp. You watch it disappear through the archway before you turn your attention to the portal and examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later; the portal creaks open and you hurry through before it slams shut with a resounding boom.

+

You use your Kai skill to command the apprehensive creature to abandon its thoughts of attacking you and run away. The beasts evil eyes widen with uncertainty and then, in a moment of sheer terror, its nerve breaks and it scrambles back up the ramp. You watch it disappear through the archway before you turn your attention to the portal and examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later; the portal creaks open and you hurry through before it slams shut with a resounding boom.

Turn to 210.
@@ -1652,8 +1652,8 @@ 81 -

Suddenly you sense movement behind you and you turn around to face it. You see nothing, but your swift reactions do save you from suffering the full effects of a powerful psychic shock-wave. The blast glances your shoulder and spins you backwards through the bloodstained entrance to Naar's inner sanctum. This entrance then closes behind you like a rapidly healing wound.

-

You leap to your feet and unsheathe your weapon in readiness to defend both Alyss and yourself against any threat that Naar may launch. You do not have long to wait. Bursting from out of the smoky wall of the chamber comes Naar's fearsome championKekataag the Avenger. He is attired in battle armour that glimmers like slime-dulled gold, and beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

+

Suddenly you sense movement behind you and you turn around to face it. You see nothing, but your swift reactions do save you from suffering the full effects of a powerful psychic shock-wave. The blast glances your shoulder and spins you backwards through the bloodstained entrance to Naars inner sanctum. This entrance then closes behind you like a rapidly healing wound.

+

You leap to your feet and unsheathe your weapon in readiness to defend both Alyss and yourself against any threat that Naar may launch. You do not have long to wait. Bursting from out of the smoky wall of the chamber comes Naars fearsome championKekataag the Avenger. He is attired in battle armour that glimmers like slime-dulled gold, and beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

This terrifying warrior mesmerizes you with his glowing eyes and you feel waves of powerful psychic energy buffeting your mind.

If you possess the Sommerswerd, turn to 121. If you possess Skarn-Ska, turn to 211. @@ -1674,7 +1674,7 @@ 83 -

You attempt to dodge the onrushing lance of flame but it glances your shoulder and sends you tumbling backwards across the hall's slimy floor.

+

You attempt to dodge the onrushing lance of flame but it glances your shoulder and sends you tumbling backwards across the halls slimy floor.

Pick a number from the Random Number Table (0=10). The number you have picked is equal to the number of ENDURANCE points you have lost as a result of your wounds. If you possess Deliverance, you may reduce this total by 1 point.

Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you stagger to your feet and shout his secret name. Immediately the creature becomes immobile. The sight of his frozen form, and the sudden cessation of mind contact, throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size.

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Knae. But there is no time to consult the Tome of Darknessyou must try to recall the name from memory.

@@ -1688,7 +1688,7 @@ 84 -

This gloomy cavern looks chillingly familiar, and when suddenly you recognize its derelict features a sense of fear and loathing pervades your mind. It was here you first encountered the Demoness Shamath with her army of attendants and dread automatons. You shudder when you recall how you seized the evil Deathstaff from this place, escaped from here by way of a Shadow Gate, and later thwarted Shamath's attempt to resurrect Darklord Vashna from the depths of the Maakengorge. The chamber's cracked and crumbling walls seem to reaffirm your past victory over the Demoness for you can detect no trace of the Shadow Gate nor of the supernatural creatures who previously dwelt in this once-splendid chamber. Cautiously you step out of the transporter beam and enter the cavern. The shattered remnants of the crystal dais crunch underfoot as you make your way across the floor towards a tunnel which gradually descends for more than a mile before reaching a circular cavern. The mouths of several smaller tunnels meet at this chamber, and all of these entrances are dark, save for one which radiates an icy blue luminescence. Before approaching any closer, you retrieve the Tome of Darkness from your backpack and consult its pages.

+

This gloomy cavern looks chillingly familiar, and when suddenly you recognize its derelict features a sense of fear and loathing pervades your mind. It was here you first encountered the Demoness Shamath with her army of attendants and dread automatons. You shudder when you recall how you seized the evil Deathstaff from this place, escaped from here by way of a Shadow Gate, and later thwarted Shamaths attempt to resurrect Darklord Vashna from the depths of the Maakengorge. The chambers cracked and crumbling walls seem to reaffirm your past victory over the Demoness for you can detect no trace of the Shadow Gate nor of the supernatural creatures who previously dwelt in this once-splendid chamber. Cautiously you step out of the transporter beam and enter the cavern. The shattered remnants of the crystal dais crunch underfoot as you make your way across the floor towards a tunnel which gradually descends for more than a mile before reaching a circular cavern. The mouths of several smaller tunnels meet at this chamber, and all of these entrances are dark, save for one which radiates an icy blue luminescence. Before approaching any closer, you retrieve the Tome of Darkness from your backpack and consult its pages.

The black page that revealed to you information about the realm of Huanzhor is now featureless, but the one which follows it has transformed; it has taken on the appearance of a thin sheet of ice. Sandwiched within its transparent layers are lines of blood-red writing interposed with intricate diagrams and astrological charts. Relying once more upon your Magnakai Discipline of pathsmanship, you are able to decipher much of this sorcerous text. The writings confirm some of what you already know, and they also provide you with fresh information that may aid your quest. You have entered the realm of the Demoness Shamaththe Mistress of the Gates of Darkness. The tome does not tell of her defeat by your hand, but you assume that this is because it was written long before your recent victory over her and her minions. Speaking as if she were still in control here, it says that she rules this domain from her throne of power which stands beside the Pool of Sorrows. You pass over the long list of unspeakably cruel deeds which earned her the right to rule this icy realm, and the revelation of her secret nameGnekasha, until you discover that which interests you most: details of how to escape from this realm. You swallow hard when you read that all those who would seek to leave the realm of Shamath must first spill their own blood in the Pool of Sorrows.

You close the tome and stow it away into your backpack, then stealthily you approach the tunnel entrance which is radiating a pale azure light. When you halt upon its threshold and peer through its embellished archway, you witness a scene which both shocks and confounds you.

Turn to 275. @@ -1743,13 +1743,13 @@

Even though you decline to accept the sword which Rimoah and Ardan have painstakingly crafted, they show no disappointment. They accept your decision without comment or question. Rimoah returns the blade to the table and takes up a sigil of platinum which is strung upon a loop of braided cord.

Grand Master will you accept this amulet? It possesses powers which may help you survive the challenge of your coming ordeal.

-

Very well, you reply, and take the amulet from your advisor's outstretched palm. (Record this Platinum Amulet, which you wear around your neck, as a Special Item on your Action Chart. You need not discard another Special Item in its favour if you already hold the maximum number permissible.)

+

Very well, you reply, and take the amulet from your advisors outstretched palm. (Record this Platinum Amulet, which you wear around your neck, as a Special Item on your Action Chart. You need not discard another Special Item in its favour if you already hold the maximum number permissible.)

As you tuck the amulet inside the collar of your robes, Lord Ardan picks up a small package from the table that is wrapped in a silk handkerchief. Carefully he unfolds the patterned silk square to reveal a book which is bound in jet-black hide. A wave of nausea makes you swallow hard as your natural Kai instincts detect that the origins of this book are wholly evil. Ardan offers it to you and, reluctantly this time, you take it from him.

It was discovered a decade ago in Northern Dessi, he says. A party of our brethren found it on the Isle of Khor. It was found buried in the ruins of Kazan-Oud.

Carefully you open the stiff black cover and, to your surprise, you discover that the inner pages comprise several sheets of pliable metal. They have the feel of parchment but they sparkle and glimmer like plates of polished steel. You turn through the pages and note that every one appears to be emptydevoid of script, pictures or diagrams of any sort.

I do not see how this book will help my quest, you say, as you flick back and forth through the seemingly empty pages.

-

This may be true while you are here in Sommerlund, replies Lord Rimoah, but once you arrive upon the Plane of Darkness I suspect that its secrets will be revealed. We of the High Council believe it contains information about the many realms and territories within Naar's domain. It may help guide you to the location of his throne hall and, with luck, to the Moonstone of the Shianti.

-

You are dubious as to the true value of this item but, in deference to Lord Rimoah's judgement, you agree to take it. (Record this Tome of Darkness on your Action Chart as a Special Item which you keep in your backpack. As with the Platinum Amulet, you need not discard another Special Item in its favour if you already hold the maximum number permissible).

+

This may be true while you are here in Sommerlund, replies Lord Rimoah, but once you arrive upon the Plane of Darkness I suspect that its secrets will be revealed. We of the High Council believe it contains information about the many realms and territories within Naars domain. It may help guide you to the location of his throne hall and, with luck, to the Moonstone of the Shianti.

+

You are dubious as to the true value of this item but, in deference to Lord Rimoahs judgement, you agree to take it. (Record this Tome of Darkness on your Action Chart as a Special Item which you keep in your backpack. As with the Platinum Amulet, you need not discard another Special Item in its favour if you already hold the maximum number permissible).

To continue, turn to 329.
@@ -1760,7 +1760,7 @@

Gradually the distant speck grows larger until, with a sudden violent surge, you pass through its white-hot core and feel yourself engulfed by a damp and fetid atmosphere. Moments later your journey ends abruptly when you splash feet-first into a swampy morass. Despite the speed of your impact, your natural balance and agility prevents you from plunging beneath the surface of the stinking swamp into which you have fallen.

After wiping away the slime that has splashed your face, you cast your gaze out across an unlovely vista of steaming mud pools fringed with dark jungle vegetation. A cloying aura of evil permeates every part of this vile landscape, leaving you in no doubt that you have successfully arrived at your destinationthe Plane of Darkness. You look up and scour the corpse-green skies, but dense clouds of acidic vapour hide all traces of the Shadow Gate through which you have entered this plane. Feeling suddenly vulnerable standing waistdeep in steaming swamp mud, you decide to wade through the gluey sludge towards a nearby mound of barren grey earth. Once out of the mire, you rest on your haunches and consult the Tome of Darkness given to you by Lord Rimoah. Its metallic pages appear to be as blank as when you first flicked through them, but then you turn to one page that is now very different. Coloured designs have appeared, surrounded by a ragged text which radiates a flickering spectrum of light. Using your Magnakai Discipline of pathsmanship, you are able to decipher much of this arcane writing.

-

The text tells of a creature called Nza'pokLord of the Mireand of his throne of power which is located upon an islet at the mouth of the River of Flies. It describes the many vile deeds he has perpetrated for the cause of Evil, for which he has been greatly rewarded by Naar. The Dark God has granted him his own domain within the Plane of Darkness. It goes on to list the names of the creatures who are enslaved to him. But most interestingly it tells of a secret nameKhulawhich can be used to bind him, and of an amulet which he possesses that will enable one to leave his territory. You study the text for some time and conclude that this swamp must be a part of Nza'pok's realm. The pages of the tome seem to hold the key to the hierarchy of the Plane of Darkness and contain information that is needed to move from one domain to another. Unfortunately, not all of the book appears legible at any one time. You close the tome and slip it back into your pack. Your natural instincts tell you that the Moonstone is not to be found here in this swampland, and, in view of what you have discovered, you decide that you must escape from here as soon as possible. However, if you are to do so successfully you will first have to find Nza'pokthe ruler of this domainand take the amulet which he possesses. Suddenly your sixth sense warns you that the seemingly empty swamp harbours hidden enemies. They are distant but they are drawing closer with every passing minute. You get to your feet and look for the best route away from this mound, but only two ways offer any promise. To the south you see a shattered causeway of mouldering grey stones and, to the east, you catch sight of a shallow ridge that barely breaks the surface of the swamp.

+

The text tells of a creature called NzapokLord of the Mireand of his throne of power which is located upon an islet at the mouth of the River of Flies. It describes the many vile deeds he has perpetrated for the cause of Evil, for which he has been greatly rewarded by Naar. The Dark God has granted him his own domain within the Plane of Darkness. It goes on to list the names of the creatures who are enslaved to him. But most interestingly it tells of a secret nameKhulawhich can be used to bind him, and of an amulet which he possesses that will enable one to leave his territory. You study the text for some time and conclude that this swamp must be a part of Nzapoks realm. The pages of the tome seem to hold the key to the hierarchy of the Plane of Darkness and contain information that is needed to move from one domain to another. Unfortunately, not all of the book appears legible at any one time. You close the tome and slip it back into your pack. Your natural instincts tell you that the Moonstone is not to be found here in this swampland, and, in view of what you have discovered, you decide that you must escape from here as soon as possible. However, if you are to do so successfully you will first have to find Nzapokthe ruler of this domainand take the amulet which he possesses. Suddenly your sixth sense warns you that the seemingly empty swamp harbours hidden enemies. They are distant but they are drawing closer with every passing minute. You get to your feet and look for the best route away from this mound, but only two ways offer any promise. To the south you see a shattered causeway of mouldering grey stones and, to the east, you catch sight of a shallow ridge that barely breaks the surface of the swamp.

If you wish to explore the causeway, turn to 67. If you decide to investigate the ridge, turn to 202.
@@ -1788,7 +1788,7 @@ 93 -

You have taken no more than a dozen paces towards the archway when the lavas detects your presence. It spins around and emits a loud snickering growl, as if it is ordering you to halt. Then, with one beat of its golden wings, it propels itself in an arc towards the tower's open archway in an effort to block your route of escape. Fearful that it could raise the alarm at any time, you unsheathe your weapon and rush forward to attack it the moment its webbed feet touch the ground.

+

You have taken no more than a dozen paces towards the archway when the lavas detects your presence. It spins around and emits a loud snickering growl, as if it is ordering you to halt. Then, with one beat of its golden wings, it propels itself in an arc towards the towers open archway in an effort to block your route of escape. Fearful that it could raise the alarm at any time, you unsheathe your weapon and rush forward to attack it the moment its webbed feet touch the ground.

Lavas sentry4545 If you win this fight, turn to 119.
@@ -1828,7 +1828,7 @@ 97 -

A feeling of dread makes your hands tremble the moment you catch a clear sight of the huge, ant-like creatures. You have encountered these insectoids once before, although in a location which could not be more different than the humid jungle settlement into which you are now descending. They are Dentaaggiant spindly-limbed insectoids who possess ghoulish heads implanted with evil composite eyes. They are an ancient breed, a cruel creation spawned by Naar for the armies of the Deathlord of Ixia. It was in the Deathlord's frigid chamber, atop the Spire of Xaagon, that you last faced these terrible creatures and you had hoped then that your first encounter with them would also be your last. Fate has decreed otherwise.

+

A feeling of dread makes your hands tremble the moment you catch a clear sight of the huge, ant-like creatures. You have encountered these insectoids once before, although in a location which could not be more different than the humid jungle settlement into which you are now descending. They are Dentaaggiant spindly-limbed insectoids who possess ghoulish heads implanted with evil composite eyes. They are an ancient breed, a cruel creation spawned by Naar for the armies of the Deathlord of Ixia. It was in the Deathlords frigid chamber, atop the Spire of Xaagon, that you last faced these terrible creatures and you had hoped then that your first encounter with them would also be your last. Fate has decreed otherwise.

Memories of your ordeal in Ixia suddenly come flooding back to haunt you. As you recall your previous encounter, you remember that these horrific beings possess strong psychic powers. Forewarned, you draw upon your mental Kai defences as your captors prepare to land with you inside the settlement.

If you possess Kai Screen, turn to 242. If you do not possess this Discipline, turn to 59. @@ -1839,7 +1839,7 @@ 98 -

The warrior raises his black sword and releases a crackling surge of electrical energy from its tip. It passes over your head and earths itself to the end of the stone beam, at the place where it joins the chasm wall. You feel a jolt beneath your feet as the beam cracks and breaks away from the wall and, to your amazement, you watch as this solid spar of rock curls up and slowly rolls in towards you, like a snake's tongue withdrawing into its mouth.

+

The warrior raises his black sword and releases a crackling surge of electrical energy from its tip. It passes over your head and earths itself to the end of the stone beam, at the place where it joins the chasm wall. You feel a jolt beneath your feet as the beam cracks and breaks away from the wall and, to your amazement, you watch as this solid spar of rock curls up and slowly rolls in towards you, like a snakes tongue withdrawing into its mouth.

The coiled beam retracts towards the mouth of the dragon-gate, forcing you nearer and nearer to the fearsome black warrior. As he watches your reluctant approach he swings his mighty sword above his head, slicing and stabbing at the air with it in eager anticipation of the coming fight. When you have been pushed to within ten yards of your adversary, you give voice to the power wordKai!and project its concussive energy at the towering warrior. He shudders as the terrific force of your spell-word hits his chest and forces him back towards the glowing gate. Instantly you seize the advantage. You draw your weapon and rush forward to strike the first blow while your enemy is caught off-balance.

If you possess the Sommerswerd, or Skarn-Ska, turn to 310. If you possess neither of these Special Items, turn to 147. @@ -1851,7 +1851,7 @@

Using your improved Grand Mastery to spirit-walk, you cause yourself to soar at great speed towards the distant bridge. Within this astral domain, your body and spirit do not separate from one another when using this ability. Instead, it has the effect of propelling you through the void by the force of your will alone. However, the use of such willpower takes its toll upon your reserves of strength and stamina: lose 2 ENDURANCE points.

-

Your sudden and unexpected acceleration take Avarvae and her minions completely by surprise. By the time they react to your escape it is already too late; you have reached the Bridge of the Damnedthe exit from Avarvae's domain.

+

Your sudden and unexpected acceleration take Avarvae and her minions completely by surprise. By the time they react to your escape it is already too late; you have reached the Bridge of the Damnedthe exit from Avarvaes domain.

Turn to 150.
@@ -1883,7 +1883,7 @@ 102 -

To your relief you sense that the dragon no longer suspects that it is carrying a stowaway. It raises its head and continues its flight towards the construction area which lies close to the main temple. Upon reaching this busy area it hovers above an expanse of levelled ground which is covered with dozens of cargo nets full of blocks awaiting collection by the building teams. A crew of four reptillians guide your net gently to the ground and then swiftly they unhook it from the dragon's harness using long poles.

+

To your relief you sense that the dragon no longer suspects that it is carrying a stowaway. It raises its head and continues its flight towards the construction area which lies close to the main temple. Upon reaching this busy area it hovers above an expanse of levelled ground which is covered with dozens of cargo nets full of blocks awaiting collection by the building teams. A crew of four reptillians guide your net gently to the ground and then swiftly they unhook it from the dragons harness using long poles.

From the safety of your hiding place you watch as the dragon flies away to collect another cargo. As soon as the reptillians move on to attend to the next delivery of blocks, you leave the net and make your way as quickly as you can towards the main temple.

Turn to 220.
@@ -1914,11 +1914,11 @@ 105 -

You shout the word Khula and the effect is both immediate and electrifying. Nza'pok freezes, as if he has suddenly turned to stone, and a sheen of grey ice appears on his foul-smelling blubbery skin. Then the iron amulet which is hanging by a chain from his lower lip begins to pulsate with an eerie green light. The chaos-horde are at first stunned by their leader's transformation, then shock rapidly becomes a blind panic and they turn and flee, dropping their spears and trampling each other in their scramble to get away.

-

Swiftly you climb the wall of the pit and as you pull yourself over the edge, you see the mass of humanoids and ant-creatures swarming across a bridge which leads to a neighbouring delta island. Once the last few are across, a rope is pulled and the middle section of the bridge drops away into the river to prevent you from pursuing them. Confident that the horde no longer poses any threat, you return your gaze to its frozen leader. Nza'pok is completely immobile except for his eyes which blaze with a potent mix of fear and hatred. You sense that this once all-powerful being is terrified that you will now enact your revenge upon his helpless body.

- If you wish to unsheathe a weapon and slay Nza'pok while he is unable to resist, turn to 13. +

You shout the word Khula and the effect is both immediate and electrifying. Nzapok freezes, as if he has suddenly turned to stone, and a sheen of grey ice appears on his foul-smelling blubbery skin. Then the iron amulet which is hanging by a chain from his lower lip begins to pulsate with an eerie green light. The chaos-horde are at first stunned by their leaders transformation, then shock rapidly becomes a blind panic and they turn and flee, dropping their spears and trampling each other in their scramble to get away.

+

Swiftly you climb the wall of the pit and as you pull yourself over the edge, you see the mass of humanoids and ant-creatures swarming across a bridge which leads to a neighbouring delta island. Once the last few are across, a rope is pulled and the middle section of the bridge drops away into the river to prevent you from pursuing them. Confident that the horde no longer poses any threat, you return your gaze to its frozen leader. Nzapok is completely immobile except for his eyes which blaze with a potent mix of fear and hatred. You sense that this once all-powerful being is terrified that you will now enact your revenge upon his helpless body.

+ If you wish to unsheathe a weapon and slay Nzapok while he is unable to resist, turn to 13. If you decide not to kill him, but wish to take the glowing amulet which hangs from his mouth, turn to 139. - If you choose to ignore Nza'pok and the amulet, you can escape from the settlement by turning to 126. + If you choose to ignore Nzapok and the amulet, you can escape from the settlement by turning to 126.
@@ -1928,7 +1928,7 @@

Your fear of being engulfed by the approaching firestorm prompts you to take immediate and decisive action. You leap into the well and a painful jolt runs the entire length of your body as you are consumed by the shimmering light. It feels as if you have just jumped into a pool of ice-cold electricity: lose 4 ENDURANCE points.

The initial shock quickly passes and you surrender yourself to a long descent through a column of glimmering azure light. You feel your platinum amulet glowing warmly at your throat and you sense that it is protecting you from the rigours of this journey into the unknown.

-

Looking down through the curtain of blue light, you can see the roofs of ziggurats and towers rising up to meet you. Gradually you slow to a halt and find yourself standing upon a circular dais of basalt rock atop a large, flat-roofed building. Several yards away to your left you see a squat tower, and to your right, standing at a parapet, you see a horny-skinned creature with wings that glimmer like folded sheets of gold leaf. Your pulse races when you recognize this creature to be a lavas, one of Naar's deadly minions. The lavas is peering idly at the view beyond the parapet and is unaware of your arrival, yet you are reluctant to leave the shimmering beam for fear that it may see you and raise an alarm.

+

Looking down through the curtain of blue light, you can see the roofs of ziggurats and towers rising up to meet you. Gradually you slow to a halt and find yourself standing upon a circular dais of basalt rock atop a large, flat-roofed building. Several yards away to your left you see a squat tower, and to your right, standing at a parapet, you see a horny-skinned creature with wings that glimmer like folded sheets of gold leaf. Your pulse races when you recognize this creature to be a lavas, one of Naars deadly minions. The lavas is peering idly at the view beyond the parapet and is unaware of your arrival, yet you are reluctant to leave the shimmering beam for fear that it may see you and raise an alarm.

If you possess Assimilance, and have attained the Kai rank of Grand Guardian, turn to 72. If you possess Assimilance or Grand Huntmastery, turn to 174. If you do not possess these skills, or if you have yet to attain the required level of Kai mastery, turn to 140. @@ -1982,7 +1982,7 @@ 111 -

You take hold of your rope and make a lasso from one end. Then you cast this loop at a sapling growing on the bank, several yards from the water's edge. The rope hits its mark and you are able to pull yourself over dry land before cancelling the effects of your levitation spell.

+

You take hold of your rope and make a lasso from one end. Then you cast this loop at a sapling growing on the bank, several yards from the waters edge. The rope hits its mark and you are able to pull yourself over dry land before cancelling the effects of your levitation spell.

The moment your feet touch the ground, you retrieve your rope and run headlong across the clearing towards a distant perimeter of trees and dense undergrowth. At first the arachnids give chase, but they are not so agile on dry land and you are soon able to outdistance them. On entering the jungle perimeter, you force your way through thick foliage and discover the remnants of a trail which you follow for nearly a mile until you arrive at the edge of a second clearing. This expanse of level ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you leave the jungle, make your way around the fruits, and hurry across the clearing towards a statue which is crouching among the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with a pair of sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76. If you do not possess this skill, or choose not to use it, turn to 177. @@ -2014,7 +2014,7 @@ 114 -

To your relief you sense that you have persuaded the dragon that it is not carrying a stowaway. It raises its head and continues its flight towards the construction area which lies close to the main temple. Upon reaching this busy area it hovers above an expanse of levelled ground which is covered with dozens of cargo nets full of blocks awaiting collection by the building teams. A crew of four reptillians guides your net gently to the ground and then swiftly unhooks it from the dragon's harness using long poles.

+

To your relief you sense that you have persuaded the dragon that it is not carrying a stowaway. It raises its head and continues its flight towards the construction area which lies close to the main temple. Upon reaching this busy area it hovers above an expanse of levelled ground which is covered with dozens of cargo nets full of blocks awaiting collection by the building teams. A crew of four reptillians guides your net gently to the ground and then swiftly unhooks it from the dragons harness using long poles.

From the safety of your hiding place you watch as the dragon flies away to collect another cargo. As soon as the reptillians move on to attend to the next delivery of blocks, you leave the net and make your way as quickly as you can towards the main temple.

Turn to 220.
@@ -2034,7 +2034,7 @@ 116 -

You wait until the bickering dies down and the tunnel traffic thins out. When you see your chance I to move you seize it swiftly and successfully. Shielded by your Kai skills, you avoid the guards and hurry along this tunnel. The deeper you explore, the stronger the sensation and concentration of Evil becomes, but still you can sense the presence of Alyss. Eventually you reach the tunnel's end at an ante-chamber, where an open archway to an adjoining hall is dripping with blood. You peer through this gruesome entrance and recognize the hall beyond to be the inner sanctum of Naar's strongholdhis personal chamber. The walls comprise swirling smoke in which alien shapes writhe and contort themselves into impossible shapes. A circular plinth occupies the central section of the floor; and your heart skips a beat when you glimpse something beyond the plinth, something encased within a glimmering field of energy.

+

You wait until the bickering dies down and the tunnel traffic thins out. When you see your chance I to move you seize it swiftly and successfully. Shielded by your Kai skills, you avoid the guards and hurry along this tunnel. The deeper you explore, the stronger the sensation and concentration of Evil becomes, but still you can sense the presence of Alyss. Eventually you reach the tunnels end at an ante-chamber, where an open archway to an adjoining hall is dripping with blood. You peer through this gruesome entrance and recognize the hall beyond to be the inner sanctum of Naars strongholdhis personal chamber. The walls comprise swirling smoke in which alien shapes writhe and contort themselves into impossible shapes. A circular plinth occupies the central section of the floor; and your heart skips a beat when you glimpse something beyond the plinth, something encased within a glimmering field of energy.

Turn to 40.
@@ -2128,7 +2128,7 @@

You drag yourself to your feet and look with mounting dread at the nightmarish landscape into which you have fallen. A blazing vista meets your gaze, a burning dead world of volcanic magma, boiling lava pools, and shifting islets of cinder and ash. The smoky orange sky is lit frequently by geysers of yellow flame which shoot forth from vents in the uncertain ground, and a hellish temperature conspires with a toxic atmosphere to overwhelm your senses.

-

Your initial feelings of dread suddenly deepen when memories of this dark domain come flooding back to haunt your consciousness. You have been here once before, four years previously, when your brave actions in defence of the Kai Monastery resulted in a mortal combat upon this evil domain, against Vaxagorethe leader of Naar's dragon army. You had wished then never to return to this terrible placebut fate, it seems, has decreed otherwise.

+

Your initial feelings of dread suddenly deepen when memories of this dark domain come flooding back to haunt your consciousness. You have been here once before, four years previously, when your brave actions in defence of the Kai Monastery resulted in a mortal combat upon this evil domain, against Vaxagorethe leader of Naars dragon army. You had wished then never to return to this terrible placebut fate, it seems, has decreed otherwise.

You are aware that your Platinum Amulet is affording you protection from the searing heat and poisons of this realm. However, your Kai senses tell you that a firestorm is brewing in the skies above and you fear that the powers of the amulet will not be sufficient to save you when this storm breaks. Anxiously you scan the bleak horizon in search of anything that may provide shelter from the coming storm. The only feature which promises to provide cover is the cone of a seemingly dormant volcano several miles away on the distant horizon.

If you possess Kai-alchemy, and have attained the Kai rank of Grand Crown, turn to 245. If you possess Telegnosis, and have attained the Kai rank of Sun Lord, turn to 165. @@ -2163,8 +2163,8 @@ 128 -

The very instant you touch the ring it transforms into the mouth of a huge scaly worm. Your whole hand and forearm disappear into its fang-filled maw and, before you can save yourself, it snaps shut its powerful jaws. Red-hot agony engulfs your arm and sears your senses. Instinctively you pull away and, to your horror, you fall backwards with blood spilling freely from your severed limb. Cadak's malicious laughter fills your ears as, in a swirl of pain and confusion, you feel the numbing chill of shock begin to fill you with a deadly lethargy.

-

Seated upon the two throne-like seats which adorn the great carcass appear the ghastly forms of the Knaethe Lords of Decay. Their braying laughter echoes Cadak's vicious howl; they are clearly delighted by his use of base trickery to defeat you. Tragically, this awful sound is the last that you will ever hear. You have allowed yourself to be deceived by the spirit of the Arch Druid and you have paid the ultimate price. In a moment of sheer terror, the Knae focus their terrible powers of disease and decay and turn them upon you, consigning you swiftly to oblivion.

+

The very instant you touch the ring it transforms into the mouth of a huge scaly worm. Your whole hand and forearm disappear into its fang-filled maw and, before you can save yourself, it snaps shut its powerful jaws. Red-hot agony engulfs your arm and sears your senses. Instinctively you pull away and, to your horror, you fall backwards with blood spilling freely from your severed limb. Cadaks malicious laughter fills your ears as, in a swirl of pain and confusion, you feel the numbing chill of shock begin to fill you with a deadly lethargy.

+

Seated upon the two throne-like seats which adorn the great carcass appear the ghastly forms of the Knaethe Lords of Decay. Their braying laughter echoes Cadaks vicious howl; they are clearly delighted by his use of base trickery to defeat you. Tragically, this awful sound is the last that you will ever hear. You have allowed yourself to be deceived by the spirit of the Arch Druid and you have paid the ultimate price. In a moment of sheer terror, the Knae focus their terrible powers of disease and decay and turn them upon you, consigning you swiftly to oblivion.

Sadly, your life and your quest end here in the dreaded Hall of the Knae.

@@ -2203,7 +2203,7 @@ 132 -

Rapidly the creature's apprehension turns to rage. Growling maniacally, it scrapes its claws repeatedly on the stone ramp to sharpen their curved tips, then it hurls itself towards you with its fang-filled jaw opened wide in readiness to bite.

+

Rapidly the creatures apprehension turns to rage. Growling maniacally, it scrapes its claws repeatedly on the stone ramp to sharpen their curved tips, then it hurls itself towards you with its fang-filled jaw opened wide in readiness to bite.

If you possess Kai-alchemy, and wish to use it, turn to 11. If you possess Magi-magic, and wish to use it, turn to 349. If you do not possess these skills, or if you choose not to use them, turn to 234. @@ -2214,7 +2214,7 @@ 133 -

Hastily you retreat into the forest of flames and pray that your Kai psychic and camouflage skills will keep you safe from Tzor's dread gaze.

+

Hastily you retreat into the forest of flames and pray that your Kai psychic and camouflage skills will keep you safe from Tzors dread gaze.

Pick a number from the Random Number Table. If your current ENDURANCE score is 16 or higher, add 1 to the number you have picked. If your current ENDURANCE score is 10 or lower, deduct 1.

If your total is now 2 or lower, turn to 262. If it is 3 or higher, turn to 338. @@ -2236,7 +2236,7 @@

You raise your right hand and utter the words of the Brotherhood spellLightning Hand. Moments later a bolt of crackling energy leaps from your palm and hits the towering warrior squarely in the chest. He shudders momentarily, but the power and impact of the spell proves insufficient to topple him from this narrow beam of rock and he quickly recovers.

-

The warrior retaliates by raising his black sword and releasing a crackling surge of electrical energy from its tip. It passes over your head and earths itself to the end of the stone beam, at the place where it joins the chasm wall. You feel a jolt beneath your feet as the beam cracks and breaks away from the wall and, to your amazement, you watch as this solid spar of rock curls up and slowly rolls in towards you, like a snake's tongue returning to its mouth.

+

The warrior retaliates by raising his black sword and releasing a crackling surge of electrical energy from its tip. It passes over your head and earths itself to the end of the stone beam, at the place where it joins the chasm wall. You feel a jolt beneath your feet as the beam cracks and breaks away from the wall and, to your amazement, you watch as this solid spar of rock curls up and slowly rolls in towards you, like a snakes tongue returning to its mouth.

The coiled beam retracts towards the mouth of the dragon-gate, forcing you nearer and nearer to the fearsome black warrior. As he watches your reluctant approach he swings his mighty sword above his head, slicing and stabbing at the air with it in eager anticipation of the coming fight. When you are pushed to within ten yards of the gate itself, you reach for your own weapon and brace yourself for a fight that seems unavoidable.

If you possess the Sommerswerd, or Skarn-Ska, turn to 254. If you possess neither of these Special Items, turn to 147. @@ -2255,7 +2255,7 @@ 137 -

Using your Kai skill, you command the hesitant creature to abandon its thoughts of attacking you and run away. The beast's evil eyes widen with uncertainty and then, in a moment of sheer terror, its nerve breaks and it scrambles back up the ramp. You watch it disappear through the archway before you turn your attention to the portal and examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later, the portal creaks open and you hurry through before it slams shut with a resounding boom.

+

Using your Kai skill, you command the hesitant creature to abandon its thoughts of attacking you and run away. The beasts evil eyes widen with uncertainty and then, in a moment of sheer terror, its nerve breaks and it scrambles back up the ramp. You watch it disappear through the archway before you turn your attention to the portal and examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later, the portal creaks open and you hurry through before it slams shut with a resounding boom.

Turn to 210.
@@ -2274,8 +2274,8 @@ 139 -

You hook a link of the chain upon the tip of your weapon and wrench the amulet free from Nza'pok's frozen lip. The amulet ceases to glow the moment it is cut free, and you sense that it is now safe to touch. When you pick it up, you notice that on the facing side is engraved Nza'pok's name and on the reverse side you discover a runic number.

-

Record this Nza'pok Amulet on your Action Chart as a Special Item, which you keep in your pocket. The runic number on the reverse side is a six. Make a note of this number in the margin of your Action Chart for future reference.

+

You hook a link of the chain upon the tip of your weapon and wrench the amulet free from Nzapoks frozen lip. The amulet ceases to glow the moment it is cut free, and you sense that it is now safe to touch. When you pick it up, you notice that on the facing side is engraved Nzapoks name and on the reverse side you discover a runic number.

+

Record this Nzapok Amulet on your Action Chart as a Special Item, which you keep in your pocket. The runic number on the reverse side is a six. Make a note of this number in the margin of your Action Chart for future reference.

To continue, turn to 314.
-- 2.34.1