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12 <gamebook xml:lang="en-UK" version="0.12">
15 <title>The Deathlord of Ixia</title>
16 <creator class="author" sort-name="Dever, Joe">Joe Dever</creator>
17 <creator class="illustrator" sort-name="Williams, Brian">Brian Williams</creator>
18 <creator class="short">Joe Dever and Brian Williams</creator>
19 <creator class="medium">
20 <line>Joe Dever</line>
21 <line>Illustrated by Brian Williams</line>
23 <creator class="long">
24 &inclusion.joe.dever.bio.lw;
25 &inclusion.brian.williams.bio.lw;
27 <publisher>Project Aon</publisher>
28 <date class="publication"><year>2018</year><month>2</month><day>15</day></date>
29 <description class="blurb">
30 <p>You are Lone Wolf<ch.emdash/>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<ch.emdash/>Masterlord of the Dead. Here he reigns supreme over a horde of lost souls, an undead populace condemned to an eternity in his service.</p>
31 <p>In <strong><cite>The Deathlord of Ixia</cite></strong>, you must journey to the forbidden city of Xaagon<ch.emdash/>the seat of Lord Ixiataaga<ch.apos/>s dark power<ch.emdash/>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?</p>
33 <description class="publication">
34 <p>Internet Edition published by <a href="&link.project.website;">Project Aon</a>. 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 <a idref="errata">Errata</a>.</p>
36 <rights class="copyrights">
37 <line>Text copyright <ch.copy/> 1991 Joe Dever.</line>
38 <line>Illustrations copyright <ch.copy/> 1991 Brian Williams.</line>
40 <rights class="license-notification">
42 <line>Text copyright <ch.copy/> 1991 Joe Dever.</line>
43 <line>Illustrations copyright <ch.copy/> 1991 Brian Williams.</line>
44 <line>Distribution of this Internet Edition is restricted under the terms of the <a idref="license">Project Aon License</a>.</line>
56 <title>Title Page</title>
57 <link class="next" idref="dedicate" />
62 <section class="frontmatter" id="dedicate">
64 <title>Dedication</title>
65 <link class="prev" idref="title" />
66 <link class="next" idref="acknwldg" />
70 <p class="dedication">For Chris Smith</p>
74 <section class="frontmatter" id="acknwldg">
76 <title>Acknowledgements</title>
77 <link class="prev" idref="dedicate" />
78 <link class="next" idref="tssf" />
83 &inclusion.joe.dever.endowment;
85 <section class="frontmatter" id="credits">
86 <meta><title>Credits</title></meta>
90 <dt>Transcription</dt>
92 <dt>Illustration Transcription</dt>
93 <dd>Jonathan Blake</dd>
96 <line>Jonathan Blake</line>
97 <line>Jeff Dougan</line>
98 <line>Simon Osborne</line>
100 <dt>Action Charts</dt>
102 <line>JC Alvarez</line>
103 <line>Jonathan Blake</line>
105 <dt>Proofreading</dt>
107 <line>Robert Hartley (Sections 211<ch.endash/>350)</line>
108 <line>Timothy Pederick (Sections 141<ch.endash/>210)</line>
109 <line>Martin Ryland (Frontmatter and Sections 1<ch.endash/>140)</line>
113 <line>Jeff Dougan</line>
114 <line>Jacob Humphrey</line>
115 <line>Ingo Kl<ch.ouml/>cker</line>
116 <line>LeRoy McSwain</line>
117 <line>Simon Osborne</line>
118 <line>Timothy Pederick</line>
119 <line>Jennifer Sigman</line>
121 <dt>Coordination</dt>
122 <dd>Jonathan Blake</dd>
123 <dt>Special Thanks</dt>
124 <dd>Jan Charv<ch.aacute/>t, Andr<ch.eacute/> Davidson, James Tan, Christopher Turner, Robert Wellock</dd>
132 <section class="frontmatter" id="tssf">
134 <title>The Story So Far<ch.ellips/></title>
135 <link class="prev" idref="acknwldg" />
136 <link class="next" idref="gamerulz" />
140 <p>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 <ch.eacute/>lite warrior caste.</p>
141 <p>It is the year MS<ch.nbsp/>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<ch.emdash/>the Darklands<ch.emdash/>and caused the destruction of their leader and the seat of his power that was the infernal city of Helgedad.</p>
142 <p>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.</p>
143 <p>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.</p>
144 <p>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<ch.emdash/>to attain all of the Grand Master Disciplines and become the first Kai Supreme Master.</p>
145 <p>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.</p>
146 <p>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<ch.emdash/>Banedon and Rimoah<ch.emdash/>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.</p>
147 <p>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.</p>
148 <p>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.</p>
149 <p>Already your newfound skills have been tested against Naar<ch.apos/>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<ch.apos/>s plans to revive Vashna, the greatest of all the Darklords, whose spirit is trapped deep within the fathomless reaches of the Maakengorge<ch.emdash/>the Chasm of Doom. Vashna<ch.apos/>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<ch.apos/>s agents from summoning to Magnamund a Demoness named Shamath from the Plane of Darkness. This supernatural creature possessed the Deathstaff<ch.emdash/>an artefact of great evil forged by Naar himself<ch.emdash/>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.</p>
150 <p>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<ch.emdash/>the Deathstaff had reappeared in Magnamund. The threat to the peace of your fragile world was greater now than ever before.</p>
151 <p><quote>When you destroyed the Shadow Gate at Maakengorge, Grand Master,</quote> said Lord Rimoah, as the two of you discussed the matter in the secure privacy of your vault below the Kai Monastery, <quote>you banished Shamath to the void, hopefully for all eternity. Yet, alas, the weapon she possessed did not go with her. Naar<ch.apos/>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.</quote></p>
152 <p><quote>My lord, do you wish me to go to Ixia<ch.emdash/>to find and destroy the Deathstaff before another of Naar<ch.apos/>s agents can use it against us? Is this why you have come seeking my help?</quote> you replied, expecting Rimoah to affirm your assumption.</p>
153 <p><quote>Partly so, my lord,</quote> he said, holding you with his steel-grey eyes, <quote>but I fear that already it has fallen into the hands of an enemy<ch.emdash/>and one who is deadlier than even the Demoness Shamath. What do you know of the Deathlord of Ixia?</quote></p>
154 <p>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:</p>
155 <p><quote>The Deathlord of Ixia was once lieutenant to Agarash the Damned<ch.emdash/>the most powerful of all Naar<ch.apos/>s champions of evil,</quote> said Rimoah, his head bowed as he paced the granite floor of your vault. <quote>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<ch.apos/>s tomb<ch.emdash/>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<ch.apos/>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.</quote></p>
156 <p><quote>My lord, are you telling me that the Deathlord of Ixia is now free of this prison <em>and</em> in possession of the Deathstaff?</quote> you asked, fearing Lord Rimoah<ch.apos/>s reply.</p>
157 <p><quote>Yes, Grand Master. I<ch.apos/>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<ch.apos/>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 <quote>death fleet</quote> 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.</quote></p>
158 <p>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.</p>
159 <p><quote>Only I can stop this,</quote> you said, voicing your thoughts.</p>
160 <p><quote>Yes, Grand Master. Only you,</quote> replied Rimoah quietly.</p>
161 <p>After a few moments<ch.apos/> silence, Rimoah continued, <quote>In expectation of your decision, preparations have already been made for your journey, Grand Master. I trust this doesn<ch.apos/>t offend you?</quote></p>
162 <p>You smiled your consent.</p>
163 <p><quote>Good. Then I shall call upon Guildmaster Banedon<ch.emdash/>he knows of the Deathlord<ch.apos/>s rise and he has offered his ship <cite>Skyrider</cite> 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.</quote></p>
167 <section class="frontmatter" id="gamerulz">
169 <title>The Game Rules</title>
170 <link class="prev" idref="tssf" />
171 <link class="next" idref="discplnz" />
175 <footnote id="gamerulz-1-foot" idref="gamerulz-1">
176 <p>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 <a href="&link.rh;">Readers<ch.apos/> Handbook</a> for details.</p>
178 <footnote id="gamerulz-2-foot" idref="gamerulz-2">
179 <p>If you have completed any previous <cite>Lone Wolf Grand Master</cite> adventures, remember to choose an additional Grand Master Discipline and add <ch.plus/>1 to your basic <typ class="attribute">COMBAT SKILL</typ> and <ch.plus/>2 to your basic <typ class="attribute">ENDURANCE</typ> for each adventure you successfully completed (cf. <a idref="discplnz">Grand Master Disciplines</a>).</p>
184 <p>You keep a record of your adventure on the <a idref="action">Action Chart</a>.</p>
185 <p>For more than six years, ever since the demise of the Darklords of Helgedad, you have devoted yourself to developing further your fighting prowess<ch.emdash/><typ class="attribute">COMBAT SKILL</typ><ch.emdash/>and physical stamina<ch.emdash/><typ class="attribute">ENDURANCE</typ>. 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 <a idref="random">Random Number Table</a>. If you pick a 0 it counts as zero.</p>
186 <p>The first number that you pick from the <a idref="random">Random Number Table</a> in this way represents your <typ class="attribute">COMBAT SKILL</typ>. Add 25 to the number you picked and write the total in the <typ class="attribute">COMBAT SKILL</typ> section of your <a idref="action">Action Chart</a> (i.e. if your pencil fell on the number 6 in the <a idref="random">Random Number Table</a> you would write in a <typ class="attribute">COMBAT SKILL</typ> of 31). When you fight, your <typ class="attribute">COMBAT SKILL</typ> will be pitted against that of your enemy. A high score in this section is therefore very desirable.</p>
187 <p>The second number that you pick from the <a idref="random">Random Number Table</a> represents your powers of <typ class="attribute">ENDURANCE</typ>. Add 30 to this number and write the total in the <typ class="attribute">ENDURANCE</typ> section of your <a idref="action">Action Chart</a> (i.e. if your pencil fell on the number 7 on the <a idref="random">Random Number Table</a> you would have 37 <typ class="attribute">ENDURANCE</typ> points).</p>
188 <p>If you are wounded in combat you will lose <typ class="attribute">ENDURANCE</typ> points. If at any time your <typ class="attribute">ENDURANCE</typ> points fall to zero or below, you are dead and the adventure is over. Lost <typ class="attribute">ENDURANCE</typ> points can be regained during the course of the adventure, but your number of <typ class="attribute">ENDURANCE</typ> points can never rise above the number you have when you start an adventure.</p>
189 <p>If you have successfully completed any of the previous adventures in the <cite>Lone Wolf</cite> series (Books 1<ch.endash/>16), you can carry your current scores of <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> points over to Book 17. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of <cite>Lone Wolf Kai</cite> (Books 1<ch.endash/>5) or <cite>Magnakai</cite> (Books 6<ch.endash/>12) adventures.<footref id="gamerulz-1" idref="gamerulz-1-foot"/> Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the <cite>Lone Wolf Grand Master</cite> series.<footref id="gamerulz-2" idref="gamerulz-2-foot"/> 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 <a idref="action">Action Chart</a>. (You are still limited to two Weapons, but you may now carry up to ten Backpack Items.)</p>
190 <p>However, only the following Special Items may be carried over from the <cite>Lone Wolf Kai</cite> (Books 1<ch.endash/>5) and <cite>Magnakai</cite> (Books 6<ch.endash/>12) series to the <cite>Lone Wolf Grand Master</cite> series (Books 13<ch.endash/>onwards):</p>
192 <li>Crystal Star Pendant</li>
195 <li>Dagger of Vashna</li>
196 <li>Silver Bracers</li>
197 <li>Jewelled Mace</li>
198 <li>Silver Bow of Duadon</li>
200 <li>Korlinium Scabbard</li>
201 <li>Kagonite Chainmail</li>
204 <section class="frontmatter-separate" id="discplnz">
206 <title>Grand Master Disciplines</title>
207 <link class="prev" idref="gamerulz" />
208 <link class="next" idref="equipmnt" />
212 <footnote id="discplnz-1-foot" idref="discplnz-1">
213 <p>Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. <a href="http://www.projectaon.org/en/ReadersHandbook/NewsletterExcerpts#lwcn28">Lone Wolf Club Newsletter 28</a>).</p>
214 <p>If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of <bookref book="12tmod" section="imprvdsc">Mentora</bookref>, it seems that you should already be able to add 5 to numbers picked from the <a idref="random">Random Number Table</a> (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 <quote>hidden loyalty bonus</quote> (cf. <a href="http://www.projectaon.org/en/ReadersHandbook/NewsletterExcerpts#lwcn28">Lone Wolf Club Newsletter 28</a>). In view of this, the <ch.plus/>2 Mentora bonus is therefore <em>not</em> cumulative with Grand Weaponmastery with Bow.</p>
219 <section class="frontmatter" id="mksumary">
221 <title>Kai <ch.ampersand/> Magnakai Disciplines</title>
225 <p>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.</p>
228 <dt>Weaponmastery</dt>
229 <dd>Proficiency with all close combat and missile weapons. Master of unarmed combat; no <typ class="attribute">COMBAT SKILL</typ> loss when fighting bare-handed.</dd>
230 <dt>Animal Control</dt>
231 <dd>Communication with most animals; limited control over hostile creatures. Can use woodland animals as guides and can block a non-sentient creature<ch.apos/>s sense of taste and smell.</dd>
233 <dd>Steady restoration of lost <typ class="attribute">ENDURANCE</typ> points (to self and others) as a result of combat wounds. Neutralization of poisons, venoms, and toxins. Repair of serious battle-wounds.</dd>
234 <dt>Invisibility</dt>
235 <dd>Mask body heat and scent; hide effectively; mask sounds during movement; minor alterations of physical appearance.</dd>
237 <dd>Effective hunting of food in the wild; increased agility; intensified vision, hearing, smell, and night vision.</dd>
238 <dt>Pathsmanship</dt>
239 <dd>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.</dd>
241 <dd>Attack enemies using the powers of the mind; set up disruptive vibrations in objects; confuse enemies.</dd>
243 <dd>Defence against hypnosis, supernatural illusions, charms, hostile telepathy, and evil spirits. Ability to divert and re-channel hostile psychic energy.</dd>
245 <dd>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.</dd>
247 <dd>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.</dd>
252 <p>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.</p>
253 <p>In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered <em>four</em> 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.</p>
254 <p>When you have chosen your four Disciplines, enter them in the Grand Master Disciplines section of your <a idref="action">Action Chart</a>.</p>
256 <section class="frontmatter" id="wpnmstry">
257 <meta><title>Grand Weaponmastery</title></meta>
260 <illustration class="inline">
262 <creator>Brian Williams</creator>
264 <instance class="html" src="wpnmast.png" width="386" height="54" mime-type="image/png"/>
265 <instance class="html-compatible" src="wpnmast.gif" width="386" height="54" mime-type="image/gif"/>
266 <instance class="pdf" src="wpnmast.pdf" width="386" height="54" />
269 <p>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 <typ class="attribute">COMBAT SKILL</typ>. The rank of Kai Grand Defender, with which you begin the <cite>Lone Wolf Grand Master</cite> series, means you are supremely efficient in the use of <em>two</em> of the weapons listed below. For each book that you complete in the <cite>Lone Wolf Grand Master</cite> series (Books 13<ch.endash/>20), you will gain mastery of an additional weapon. For example, if you complete <cite>The Plague Lords of Ruel</cite> and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next <cite>Lone Wolf Grand Master</cite> book, you may choose an additional Weapon to gain mastery of.</p>
270 <illustration class="inline">
272 <creator>Brian Williams</creator>
274 <instance class="html" src="weapons.png" width="386" height="310" mime-type="image/png"/>
275 <instance class="html-compatible" src="weapons.gif" width="386" height="310"/>
276 <instance class="pdf" src="weapons.pdf" width="386" height="310"/>
277 <instance class="text" src="none" width="none" height="none" >
278 <ul class="unbulleted">
285 <li>Quarterstaff</li>
292 <p>If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the <a idref="random">Random Number Table</a>, when using the Bow.<footref id="discplnz-1" idref="discplnz-1-foot"/></p>
296 <section class="frontmatter" id="anmlmstr">
297 <meta><title>Animal Mastery</title></meta>
300 <illustration class="inline">
302 <creator>Brian Williams</creator>
304 <instance class="html" src="anmlmast.png" width="386" height="53" mime-type="image/png"/>
305 <instance class="html-compatible" src="anmlmast.gif" width="386" height="53" mime-type="image/gif"/>
306 <instance class="pdf" src="anmlmast.pdf" width="386" height="53" />
309 <p>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.</p>
313 <section class="frontmatter" id="deliver">
314 <meta><title>Deliverance (Advanced Curing)</title></meta>
317 <illustration class="inline">
319 <creator>Brian Williams</creator>
321 <instance class="html" src="delvrance.png" width="386" height="53" mime-type="image/png"/>
322 <instance class="html-compatible" src="delvrance.gif" width="386" height="53" mime-type="image/gif"/>
323 <instance class="pdf" src="delvrance.pdf" width="386" height="53" />
326 <p>Grand Masters are able to use their healing power to repair serious battle-wounds. If, whilst in combat, their <typ class="attribute">ENDURANCE</typ> is reduced to 8 points or less, they can draw upon their mastery to restore 20 <typ class="attribute">ENDURANCE</typ> points. This ability can only be used once every 20 days.</p>
330 <section class="frontmatter" id="assimila">
331 <meta><title>Assimilance (Advanced Invisibility)</title></meta>
334 <illustration class="inline">
336 <creator>Brian Williams</creator>
338 <instance class="html" src="assmlnce.png" width="386" height="53" mime-type="image/png"/>
339 <instance class="html-compatible" src="assmlnce.gif" width="386" height="53" mime-type="image/gif"/>
340 <instance class="pdf" src="assmlnce.pdf" width="386" height="53" />
343 <p>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.</p>
347 <section class="frontmatter" id="hntmstry">
348 <meta><title>Grand Huntmastery</title></meta>
351 <illustration class="inline">
353 <creator>Brian Williams</creator>
355 <instance class="html" src="huntmstr.png" width="386" height="54" mime-type="image/png"/>
356 <instance class="html-compatible" src="huntmstr.gif" width="386" height="54" mime-type="image/gif"/>
357 <instance class="pdf" src="huntmstr.pdf" width="386" height="54" />
360 <p>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.</p>
364 <section class="frontmatter" id="pthmnshp">
365 <meta><title>Grand Pathsmanship</title></meta>
368 <illustration class="inline">
370 <creator>Brian Williams</creator>
372 <instance class="html" src="pathsmn.png" width="386" height="53" mime-type="image/png"/>
373 <instance class="html-compatible" src="pathsmn.gif" width="386" height="53" mime-type="image/gif"/>
374 <instance class="pdf" src="pathsmn.pdf" width="386" height="53" />
377 <p>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.</p>
381 <section class="frontmatter" id="kaisurge">
382 <meta><title>Kai-surge</title></meta>
385 <illustration class="inline">
387 <creator>Brian Williams</creator>
389 <instance class="html" src="ksurge.png" width="386" height="53" mime-type="image/png"/>
390 <instance class="html-compatible" src="ksurge.gif" width="386" height="53" mime-type="image/gif"/>
391 <instance class="pdf" src="ksurge.pdf" width="386" height="53" />
394 <p>When using their psychic ability to attack an enemy, Grand Masters may add 8 points to their <typ class="attribute">COMBAT SKILL</typ>. For every round in which Kai-surge is used, Grand Masters need only deduct 1 <typ class="attribute">ENDURANCE</typ> point. When using the weaker psychic attack<ch.emdash/>Mindblast<ch.emdash/>they may add 4 points without loss of <typ class="attribute">ENDURANCE</typ> points. (Kai-surge, Psi-surge, and Mindblast cannot be used simultaneously.)</p>
395 <p>Grand Masters cannot use Kai-surge if their <typ class="attribute">ENDURANCE</typ> score falls to 6 points or below.</p>
399 <section class="frontmatter" id="kaiscrn">
400 <meta><title>Kai-screen</title></meta>
403 <illustration class="inline">
405 <creator>Brian Williams</creator>
407 <instance class="html" src="kscreen.png" width="386" height="53" mime-type="image/png"/>
408 <instance class="html-compatible" src="kscreen.gif" width="386" height="53" mime-type="image/gif"/>
409 <instance class="pdf" src="kscreen.pdf" width="386" height="53" />
412 <p>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.</p>
416 <section class="frontmatter" id="nexus">
417 <meta><title>Grand Nexus</title></meta>
420 <illustration class="inline">
422 <creator>Brian Williams</creator>
424 <instance class="html" src="nexus.png" width="386" height="54" mime-type="image/png"/>
425 <instance class="html-compatible" src="nexus.gif" width="386" height="54" mime-type="image/gif"/>
426 <instance class="pdf" src="nexus.pdf" width="386" height="54" />
429 <p>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.</p>
433 <section class="frontmatter" id="gnosis">
434 <meta><title>Telegnosis (Advanced Divination)</title></meta>
437 <illustration class="inline">
439 <creator>Brian Williams</creator>
441 <instance class="html" src="telegnss.png" width="386" height="54" mime-type="image/png"/>
442 <instance class="html-compatible" src="telegnss.gif" width="386" height="54" mime-type="image/gif"/>
443 <instance class="pdf" src="telegnss.pdf" width="386" height="54" />
446 <p>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.</p>
450 <section class="frontmatter" id="magi">
451 <meta><title>Magi-magic</title></meta>
454 <illustration class="inline">
456 <creator>Brian Williams</creator>
458 <instance class="html" src="magimagc.png" width="386" height="54" mime-type="image/png"/>
459 <instance class="html-compatible" src="magimagc.gif" width="386" height="54" mime-type="image/gif"/>
460 <instance class="pdf" src="magimagc.pdf" width="386" height="54" />
463 <p>Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakeros<ch.emdash/>the native warriors of Dessi. These skills include the basic use of Old Kingdom Spells such as <spell>Shield</spell>, <spell>Power Word</spell>, and <spell>Invisible Fist</spell>. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.</p>
467 <section class="frontmatter" id="alchemy">
468 <meta><title>Kai-alchemy</title></meta>
471 <illustration class="inline">
473 <creator>Brian Williams</creator>
475 <instance class="html" src="alchemy.png" width="386" height="54" mime-type="image/png"/>
476 <instance class="html-compatible" src="alchemy.gif" width="386" height="54" mime-type="image/gif"/>
477 <instance class="pdf" src="alchemy.pdf" width="386" height="54" />
480 <p>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 <spell>Lightning Hand</spell>, <spell>Levitation</spell>, and <spell>Mind Charm</spell>. 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.</p>
484 <p>If you successfully complete the mission as set in this, the fifth of the <cite>Lone Wolf Grand Master</cite> series, you may add a further Grand Master Discipline of your choice to your <a idref="action">Action Chart</a> in <bookref series="lw" book="18dotd">Book 18</bookref>.</p>
486 <p>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 <typ class="attribute">COMBAT SKILL</typ> score and 2 points to your basic <typ class="attribute">ENDURANCE</typ> 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 <cite>Lone Wolf Grand Master</cite> adventure, which is called <bookref series="lw" book="18dotd"><cite>Dawn of the Dragons</cite>.</bookref></p>
490 <section class="frontmatter-separate" id="equipmnt">
492 <title>Equipment</title>
493 <link class="prev" idref="discplnz"/>
494 <link class="next" idref="cmbtrulz"/>
498 <p>Before you set off on your long journey to Ixia you take with you a <a idref="map">map of Ixia and the Hardlands</a> and a pouch of gold. To find out how much gold is in the pouch, pick a number from the <a idref="random">Random Number Table</a> 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 <quote>Gold Crowns</quote> section of your <a idref="action">Action Chart</a>.</p>
499 <p>If you have successfully completed any of the previous <cite>Lone Wolf</cite> adventures (Books 1<ch.endash/>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.</p>
500 <p>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).</p>
501 <ul class="paragraphed">
502 <li><p>Broadsword (Weapons)</p>
503 <illustration class="inline">
505 <creator>Brian Williams</creator>
507 <instance class="html" src="bsword.png" width="386" height="69" mime-type="image/png"/>
508 <instance class="html-compatible" src="bsword.gif" width="386" height="69" mime-type="image/gif"/>
509 <instance class="pdf" src="bsword.pdf" width="386" height="69" />
512 <li><p>Bow (Weapons)</p>
513 <illustration class="inline">
515 <creator>Brian Williams</creator>
517 <instance class="html" src="bow.png" width="386" height="64" mime-type="image/png"/>
518 <instance class="html-compatible" src="bow.gif" width="386" height="64" mime-type="image/gif"/>
519 <instance class="pdf" src="bow.pdf" width="386" height="64"/>
523 <p>Quiver (Special Items) This contains six Arrows; record them on your <a idref="action">Action Chart</a>.</p>
524 <illustration class="inline">
526 <creator>Brian Williams</creator>
528 <instance class="html" src="quiver.png" width="386" height="127" mime-type="image/png"/>
529 <instance class="html-compatible" src="quiver.gif" width="386" height="127" mime-type="image/gif"/>
530 <instance class="pdf" src="quiver.pdf" width="386" height="127"/>
534 <p>Dagger (Weapons)</p>
535 <illustration class="inline">
537 <creator>Brian Williams</creator>
539 <instance class="html" src="dagger.png" width="386" height="150" mime-type="image/png"/>
540 <instance class="html-compatible" src="dagger.gif" width="386" height="150" mime-type="image/gif"/>
541 <instance class="pdf" src="dagger.pdf" width="386" height="150"/>
544 <li><p>Sword (Weapons)</p>
545 <illustration class="inline">
547 <creator>Brian Williams</creator>
549 <instance class="html" src="sword.png" width="386" height="69" mime-type="image/png"/>
550 <instance class="html-compatible" src="sword.gif" width="386" height="69" mime-type="image/gif"/>
551 <instance class="pdf" src="sword.pdf" width="386" height="69"/>
555 <p>2 Meals (Meals) Each Meal takes up one space in your Backpack.</p>
556 <illustration class="inline">
558 <creator>Brian Williams</creator>
560 <instance class="html" src="food.png" width="386" height="150" mime-type="image/png"/>
561 <instance class="html-compatible" src="food.gif" width="386" height="150" mime-type="image/gif"/>
562 <instance class="pdf" src="food.pdf" width="386" height="150"/>
566 <p>Rope (Backpack Item)</p>
567 <illustration class="inline">
569 <creator>Brian Williams</creator>
571 <instance class="html" src="rope.png" width="386" height="109" mime-type="image/png"/>
572 <instance class="html-compatible" src="rope.gif" width="386" height="109" mime-type="image/gif"/>
573 <instance class="pdf" src="rope.pdf" width="386" height="109"/>
577 <p>Potion of Laumspur (Backpack Item) This potion restores 4 <typ class="attribute">ENDURANCE</typ> points to your total when swallowed after combat. There is enough for only one dose.</p>
578 <illustration class="inline">
580 <creator>Brian Williams</creator>
582 <instance class="html" src="potion.png" width="386" height="167" mime-type="image/png"/>
583 <instance class="html-compatible" src="potion.gif" width="386" height="167" mime-type="image/gif"/>
584 <instance class="pdf" src="potion.pdf" width="386" height="167"/>
587 <li><p>Axe (Weapons)</p>
588 <illustration class="inline">
590 <creator>Brian Williams</creator>
592 <instance class="html" src="axe.png" width="386" height="112" mime-type="image/png"/>
593 <instance class="html-compatible" src="axe.gif" width="386" height="112" mime-type="image/gif"/>
594 <instance class="pdf" src="axe.pdf" width="386" height="112"/>
599 <p>List the four items that you choose on your <a idref="action">Action Chart</a>, under the appropriate headings, and make a note of any effect they may have on your <typ class="attribute">ENDURANCE</typ> points or <typ class="attribute">COMBAT SKILL</typ>.</p>
601 <section class="frontmatter" id="howuse">
603 <title>How to Use Your Equipment</title>
607 <dl class="paragraphed">
609 <dd><p>The maximum number of Weapons that you can carry is <em>two</em>. 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 <typ class="attribute">COMBAT SKILL</typ>. 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.</p></dd>
610 <dt>Bows and Arrows</dt>
612 <p>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.</p>
613 <p>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 <a idref="action">Action Chart</a>. 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.</p>
615 <dt>Backpack Items</dt>
617 <p>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.</p>
618 <p>Any item that may be of use, and which can be picked up on your adventure and entered on your <a idref="action">Action Chart</a> 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.</p>
620 <dt>Special Items</dt>
622 <p>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.</p>
626 <p>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.</p>
629 <dd><p>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 <typ class="attribute">ENDURANCE</typ> 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.</p></dd>
630 <dt>Potion of Laumspur</dt>
631 <dd><p>This is a healing potion that can restore 4 <typ class="attribute">ENDURANCE</typ> points to your total when swallowed after combat. It cannot be used to increase <typ class="attribute">ENDURANCE</typ> points immediately prior to a 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.</p></dd>
638 <section class="frontmatter-separate" id="cmbtrulz">
640 <title>Rules for Combat</title>
641 <link class="prev" idref="equipmnt" />
642 <link class="next" idref="levels" />
646 <p>There will be occasions during your adventure when you have to fight an enemy. The enemy<ch.apos/>s <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> points are given in the text. Lone Wolf<ch.apos/>s aim in the combat is to kill the enemy by reducing his <typ class="attribute">ENDURANCE</typ> points to zero while losing as few <typ class="attribute">ENDURANCE</typ> points as possible himself.</p>
647 <p>At the start of a combat, enter Lone Wolf<ch.apos/>s and the enemy<ch.apos/>s <typ class="attribute">ENDURANCE</typ> points in the appropriate boxes on the Combat Record section of your <a idref="action">Action Chart</a>. The sequence for combat is as follows:</p>
648 <ol class="paragraphed">
649 <li><p>Add any extra points gained through your Grand Master Disciplines and Special Items to your current <typ class="attribute">COMBAT SKILL</typ> total.</p></li>
651 <p>Subtract the <typ class="attribute">COMBAT SKILL</typ> of your enemy from this total. The result is your Combat Ratio. Enter it on the <a idref="action">Action Chart</a>.</p>
653 <p>Lone Wolf (<typ class="attribute">COMBAT SKILL</typ> 27) is attacked by a pack of Doomwolves (<typ class="attribute">COMBAT SKILL</typ> 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 <typ class="attribute">COMBAT SKILL</typ>, giving him a total <typ class="attribute">COMBAT SKILL</typ> of 35.</p>
654 <p>He subtracts the Doomwolf pack<ch.apos/>s <typ class="attribute">COMBAT SKILL</typ> from his own, giving a Combat Ratio of <ch.plus/>5. (35<ch.minus/>30 = <ch.plus/>5). <ch.plus/>5 is noted on the <a idref="action">Action Chart</a> as the Combat Ratio.</p>
656 <li><p><a id="stage3">When you have your Combat Ratio</a>, pick a number from the <a idref="random">Random Number Table</a>.</p></li>
658 <p>Turn to the <a idref="crtable">Combat Results Table</a>. 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 <typ class="attribute">ENDURANCE</typ> 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.)</p>
660 <p>The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as <ch.plus/>5. If the number picked from the <a idref="random">Random Number Table</a> is a 2, then the result of the first round of combat is:</p>
662 <li>Lone Wolf loses 3 <typ class="attribute">ENDURANCE</typ> points (plus an additional 1 point for using Kai-surge).</li>
663 <li>Doomwolf Pack loses 7 <typ class="attribute">ENDURANCE</typ> points.</li>
666 <li><p>On the <a idref="action">Action Chart</a>, mark the changes in <typ class="attribute">ENDURANCE</typ> points to the participants in the combat.</p></li>
667 <li><p>Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.</p></li>
668 <li><p>Repeat the sequence from <a idref="stage3">Stage 3</a>.</p></li>
671 <p>This process of combat continues until <typ class="attribute">ENDURANCE</typ> 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 <typ class="attribute">ENDURANCE</typ> points possibly reduced.</p>
672 <p>A <a idref="crsumary">summary of Combat Rules</a> appears in the back of this book.</p>
674 <section class="frontmatter" id="evasion">
675 <meta><title>Evasion of Combat</title></meta>
678 <p>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 <typ class="attribute">ENDURANCE</typ> 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.</p>
684 <section class="frontmatter-separate" id="levels">
686 <title>Levels of Kai Grand Mastership</title>
687 <link class="prev" idref="cmbtrulz" />
688 <link class="next" idref="imprvdsc" />
692 <p>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 <cite>Lone Wolf Grand Master</cite> series, you will gain an additional Grand Master Discipline and progress towards the pinnacle of Kai perfection<ch.emdash/>to become a Kai Supreme Master.</p>
695 <li>Kai Grand Master Senior</li>
696 <li>Kai Grand Master Superior</li>
697 <li>Kai Grand Sentinel</li>
698 <li>Kai Grand Defender<ch.emdash/><em>You begin the <cite>Lone Wolf Grand Master</cite> adventures at this level of Mastery</em></li>
699 <li>Kai Grand Guardian</li>
706 <li>Kai Supreme Master</li>
711 <section class="frontmatter-separate" id="imprvdsc">
713 <title>Improved Grand Master Disciplines</title>
714 <link class="prev" idref="levels" />
715 <link class="next" idref="kaiwisdm" />
719 <p>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.</p>
721 <section class="frontmatter" id="guardian">
722 <meta><title>Kai Grand Guardian</title></meta>
724 <p>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:</p>
725 <dl class="paragraphed">
726 <dt>Animal Mastery</dt>
727 <dd><p>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<ch.apos/>s bidding. This ability can only be used in an outdoor setting.</p></dd>
729 <dd><p>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.</p></dd>
730 <dt>Grand Huntmastery</dt>
731 <dd><p>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.</p></dd>
733 <dd><p>Kai Grand Guardians who possess mastery of this Discipline are able to attack up to three enemies in psychic combat simultaneously.</p></dd>
735 <dd><p>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.</p></dd>
738 <p>Grand Masters who have reached the rank of Kai Grand Guardian are able to use the following battle-spells of the Elder Magi:</p>
740 <li><spell>Splinter</spell><ch.emdash/>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.</li>
741 <li><spell>Flameshaft</spell><ch.emdash/>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.</li>
748 <section class="frontmatter" id="sunkght">
749 <meta><title>Sun Knight</title></meta>
752 <p>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:</p>
753 <dl class="paragraphed">
754 <dt>Grand Weaponmastery</dt>
755 <dd><p>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.</p></dd>
757 <dd><p>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<ch.apos/>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.</p></dd>
758 <dt>Grand Pathsmanship</dt>
759 <dd><p>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.</p></dd>
761 <dd><p>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.</p></dd>
763 <dd><p>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.</p></dd>
766 <p>Grand Masters who have reached the rank of Sun Knight are able to use the following Brotherhood Spells:</p>
768 <li><spell>Halt Missile</spell><ch.emdash/>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<ch.endash/>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.</li>
769 <li><spell>Strength</spell><ch.emdash/>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 <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> scores whilst fighting an enemy.</li>
776 <section class="frontmatter" id="sunlord">
777 <meta><title>Sun Lord</title></meta>
780 <p>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:</p>
781 <dl class="paragraphed">
782 <dt>Grand Weaponmastery</dt>
783 <dd><p>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 <typ class="attribute">ENDURANCE</typ> 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.</p></dd>
785 <dd><p>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.</p></dd>
786 <dt>Grand Huntmastery</dt>
787 <dd><p>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.</p></dd>
789 <dd><p>Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast<ch.emdash/>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 <typ class="attribute">ENDURANCE</typ> points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the <a idref="random">Random Number Table</a>. These numbers should be added together (a <quote>0</quote> = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord<ch.apos/>s <typ class="attribute">ENDURANCE</typ> points total by 4. It cannot be used in conjunction with any other form of psychic attack.</p></dd>
791 <dd><p>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.</p></dd>
794 <p>Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:</p>
796 <li><spell>Penetrate</spell><ch.emdash/>This increases the penetrative energy of any Arrow or Arrow-like missile, launched by a Sun Lord.</li>
797 <li><spell>Energy Grasp</spell><ch.emdash/>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 <spell>Lightning Hand</spell>, 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.</li>
804 <section class="frontmatter" id="sunthane">
805 <meta><title>Sun Thane</title></meta>
808 <p>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:</p>
809 <dl class="paragraphed">
810 <dt>Animal Mastery</dt>
811 <dd><p>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.</p></dd>
813 <dd><p>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.</p></dd>
814 <dt>Grand Huntmastery</dt>
815 <dd><p>Kai Sun Thanes with this skill are able to protect themselves from the effects of being struck by natural electrical discharges, i.e. lightning.</p></dd>
816 <dt>Grand Pathsmanship</dt>
817 <dd><p>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.</p></dd>
819 <dd><p>Sun Thanes who possess this Discipline are able to erect a special psychic defence called <spell>Mindfort</spell>. A <spell>Mindfort</spell> defence greatly reduces the effects of any psychic shock that would normally paralyse or weaken a lesser mortal.</p></dd>
822 <p>Grand Masters who have reached the rank of Sun Thane are able to use the following Brotherhood Spells:</p>
824 <li><spell>Slow Fall</spell><ch.emdash/>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.</li>
825 <li><spell>Breathe Water</spell><ch.emdash/>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.</li>
831 <p>The nature of any additional improvements and how they affect your Grand Master Disciplines will be noted in the <em>Improved Grand Master Disciplines</em> section of future <cite>Lone Wolf</cite> books.</p>
837 <section class="frontmatter" id="kaiwisdm">
839 <title>Grand Master<ch.apos/>s Wisdom</title>
840 <link class="prev" idref="imprvdsc" />
841 <link class="next" idref="sect1" />
845 <p>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.</p>
846 <p>Some of the things that you will encounter during your mission will be of use to you in this and future <cite>Lone Wolf</cite> 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.</p>
847 <p>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 <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> scores may be. Successful completion of previous <cite>Lone Wolf</cite> adventures, although an advantage, is not essential for the completion of this adventure.</p>
848 <p>May the light of Kai and Ishir be your guide as you venture into the darkness of Ixia.</p>
849 <p>For Sommerlund and the Kai!</p>
853 <section class="numbered" id="numbered">
854 <meta><title>Numbered Sections</title></meta>
858 <section class="numbered" id="sect1">
859 <meta><title>1</title></meta>
862 <p>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<ch.emdash/>Guildmaster Banedon. Rimoah speaks briefly to Banedon<ch.apos/>s image, requesting that he come to the Monastery at once.</p>
863 <p><thought>I will be with you within the hour,</thought> says the voice of Banedon, a whisper in your mind.</p>
864 <p>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 <cite>Skyrider</cite><ch.emdash/>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<ch.apos/>s <cite>Skyrider</cite> 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<ch.apos/>s lanterns. A rope ladder hangs from the bow rail to the frost-hardened earth.</p>
865 <p><quote>Go aboard, Grand Master,</quote> urges Rimoah. <quote>Banedon will advise you and provide you with what you<ch.apos/>ll be needing. I shall stay here and pray for your safe return.</quote></p>
866 <p>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<ch.apos/>s cabin as the <cite>Skyrider</cite> glides over the Monastery<ch.apos/>s southern wall and ascends into the leaden sky.</p>
867 <p>Your friend Banedon has already set a course for Vadera, the principal city of Lencia, a destination which is more than a full day<ch.apos/>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.</p>
868 <p>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.</p>
869 <p><quote>The ice-boat will land you on the coast of Ixia, Lone Wolf,</quote> says Banedon, <quote>and then it will wait at anchor for you to return upon the completion of your mission.</quote></p>
870 <p><quote>How long will the ice-boat wait for me?</quote> you ask, apprehensively.</p>
871 <p><quote>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<ch.emdash/>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<ch.emdash/>if you are to survive your visit to Deathlord Ixiataaga<ch.apos/>s frigid realm, you will be needing some special protection.</quote></p>
872 <choice idref="sect166">If you possess a Platinum Amulet, <link-text>turn to 166</link-text>.</choice>
873 <choice idref="sect282">If you do not possess this Special Item, <link-text>turn to 282</link-text>.</choice>
877 <section class="numbered" id="sect2">
878 <meta><title>2</title></meta>
881 <p>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!</p>
882 <choice idref="sect279">If you possess Kai-surge and have reached the rank of Kai Grand Guardian or higher, <link-text>turn to 279</link-text>.</choice>
883 <choice idref="sect31">If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, <link-text>turn to 31</link-text>.</choice>
887 <section class="numbered" id="sect3">
888 <meta><title>3</title></meta>
891 <p>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.</p>
892 <p>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<ch.apos/>s head and the spike begins to glow menacingly.</p>
893 <p>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.</p>
894 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery or Grand Pathsmanship, add 3 to the number you have picked.</p>
895 <choice idref="sect72">If your total is now 4 or less, <link-text>turn to 72</link-text>.</choice>
896 <choice idref="sect308">If it is 5 or more, <link-text>turn to 308</link-text>.</choice>
900 <section class="numbered" id="sect4">
901 <meta><title>4</title></meta>
904 <p>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<ch.emdash/>they remain completely immobile.</p>
905 <p>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 <typ class="attribute">ENDURANCE</typ> 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.</p>
906 <choice idref="sect322">If you wish to examine this lock, <link-text>turn to 322</link-text>.</choice>
907 <choice idref="sect299">If you choose to ignore the crystal door and return by the stairs to the entrance hall below, <link-text>turn to 299</link-text>.</choice>
911 <section class="numbered" id="sect5">
912 <meta><title>5</title></meta>
915 <p>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.</p>
916 <p>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.</p>
917 <deadend>Your life and your quest end here in the Crystal Spire of Xaagon.</deadend>
921 <section class="numbered" id="sect6">
922 <meta><title>6</title></meta>
925 <p>There is a faint <onomatopoeia>click</onomatopoeia> 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.</p>
926 <p>Suddenly they become aware of your presence and come scurrying forwards, their tridents raised in readiness to pin you to the wall.</p>
927 <choice idref="sect287">If you possess a Bow and wish to use it, <link-text>turn to 287</link-text>.</choice>
928 <choice idref="sect64">If you do not, <link-text>turn to 64</link-text>.</choice>
932 <section class="numbered" id="sect7">
933 <meta><title>7</title></meta>
936 <p>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.</p>
937 <p>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.</p>
938 <p>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<ch.apos/>s ghostly, blue-white fire.</p>
940 <!-- <illustration id="bw-small3" class="inline">-->
941 <illustration class="inline">
943 <creator>Brian Williams</creator>
945 <instance class="html" src="small3.png" width="386" height="150" mime-type="image/png"/>
946 <instance class="html-compatible" src="small3.gif" width="386" height="150" mime-type="image/gif"/>
947 <instance class="pdf" src="small3.pdf" width="386" height="150" />
950 <p>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.</p>
951 <choice idref="sect44"><link-text>Turn to 44</link-text>.</choice>
955 <section class="numbered" id="sect8">
956 <meta><title>8</title></meta>
959 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
960 <p>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.</p>
961 <choice idref="sect287">If you possess a Bow and wish to use it, <link-text>turn to 287</link-text>.</choice>
962 <choice idref="sect96">If you possess Kai-surge and wish to use it, <link-text>turn to 96</link-text>.</choice>
963 <choice idref="sect64">If you do not, or if you choose not to use either of the above, then <link-text>turn to 64</link-text>.</choice>
967 <section class="numbered" id="sect9">
968 <meta><title>9</title></meta>
971 <p>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.</p>
972 <p>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.</p>
973 <choice idref="sect325">If you possess Kai-screen, <link-text>turn to 325</link-text>.</choice>
974 <choice idref="sect245">If you do not possess this Grand Master Discipline, <link-text>turn to 245</link-text>.</choice>
978 <section class="numbered" id="sect10">
979 <meta><title>10</title></meta>
982 <footnote id="sect10-1-foot" idref="sect10-1">
983 <p>This is the correct answer to the grid lock in <a idref="sect69">Section 69</a>.</p>
988 <p>With a dull <onomatopoeia>clunk</onomatopoeia>, the lock disengages and the heavy portal creaks ajar.<footref id="sect10-1" idref="sect10-1-foot"/> 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<ch.apos/>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.</p>
989 <p>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<ch.emdash/>by the adjacent jetty, or by entering the icy waters of the lake and swimming to the shore.</p>
990 <choice idref="sect30">If you wish to attempt to reach the tunnel via the jetty, <link-text>turn to 30</link-text>.</choice>
991 <choice idref="sect161">If you choose to attempt to reach the tunnel entrance by swimming from the submarine to the shore, <link-text>turn instead to 161</link-text>.</choice>
995 <section class="numbered" id="sect11">
996 <meta><title>11</title></meta>
999 <p>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.</p>
1000 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
1001 <p>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<ch.apos/>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<ch.apos/>s voice echoing along the deck: <quote>Ship ahoy!</quote></p>
1002 <p>Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.</p>
1003 <choice idref="sect195"><link-text>Turn to 195</link-text>.</choice>
1007 <section class="numbered" id="sect12">
1008 <meta><title>12</title></meta>
1011 <p>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<ch.emdash/>you must act swiftly if you are to turn this to your advantage.</p>
1012 <p>You raise the Sommerswerd and an umbrella of golden light bursts from its hilt to illuminate the debris-strewn chamber.</p>
1013 <p><quote>For Sommerlund and the Kai!</quote> you shout, and with a single mighty leap, you traverse the fiery moat and land on the plinth within an arm<ch.apos/>s length of the Deathlord<ch.apos/>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.</p>
1014 <choice idref="sect214"><link-text>Turn to 214</link-text>.</choice>
1018 <section class="numbered" id="sect13">
1019 <meta><title>13</title></meta>
1022 <p>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.</p>
1023 <p>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.</p>
1024 <choice idref="sect169"><link-text>Turn to 169</link-text>.</choice>
1028 <section class="numbered" id="sect14">
1029 <meta><title>14</title></meta>
1032 <p>You race up the treacherously frosty steps which lead to the open watchtower roof. There you find Prarg hurriedly loading a pantard<ch.emdash/>a heavy iron crossbow which is mounted on a rotating platform.</p>
1033 <p>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.</p>
1034 <p>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<ch.apos/>s wheelhouse.</p>
1036 <illustration class="float">
1038 <creator>Brian Williams</creator>
1039 <description>A horde of undead warriors leap onto the quayside.</description>
1041 <instance class="html" src="ill1.png" width="386" height="613" mime-type="image/png"/>
1042 <instance class="html-compatible" src="ill1.gif" width="386" height="613" mime-type="image/gif"/>
1043 <instance class="pdf" src="ill1.pdf" width="386" height="613" />
1046 <choice idref="sect114">If you choose to fire at the undead horde, <link-text>turn to 114</link-text>.</choice>
1047 <choice idref="sect251">If you decide to fire at the glowing sphere, <link-text>turn to 251</link-text>.</choice>
1051 <section class="numbered" id="sect15">
1052 <meta><title>15</title></meta>
1055 <p>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.</p>
1056 <p>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<ch.ellips/>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.</p>
1057 <choice idref="sect323">If you possess a Rope (oiled or otherwise), <link-text>turn to 323</link-text>.</choice>
1058 <choice idref="sect210">If you do not possess this Backpack Item, <link-text>turn to 210</link-text>.</choice>
1062 <section class="numbered" id="sect16">
1063 <meta><title>16</title></meta>
1066 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
1067 <choice idref="sect289"><link-text>Turn to 289</link-text>.</choice>
1071 <section class="numbered" id="sect17">
1072 <meta><title>17</title></meta>
1075 <p>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<ch.emdash/>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.</p>
1076 <choice idref="sect52">If you wish to pass through the shimmering archway, <link-text>turn to 52</link-text>.</choice>
1077 <choice idref="sect158">If you decide to search for an alternative way of reaching the upper levels of the Crystal Spire, <link-text>turn to 158</link-text>.</choice>
1081 <section class="numbered" id="sect18">
1082 <meta><title>18</title></meta>
1085 <p>You leave the Ixian ship and go in search of Captain Lanza. You find him with his men by the watchtower<ch.emdash/>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.</p>
1086 <p>You stride over to Lanza and slap him heartily on the back. <quote>Well fought, captain. You and your men have brought honour to Lencia this day.</quote></p>
1087 <p>Captain Lanza greets your compliment with a sombre face. <quote>Nay, sire,</quote> he says, sadly. <quote><ch.thinspace/><ch.apos/>Tis the enemy who<ch.apos/>ve won. The ice-boat is sunk and we cannot sail you to Ixia.</quote></p>
1088 <p><quote>We can use the enemy ship, Captain,</quote> you reply. <quote>It is perfect for the task. All I need of you are some provisions and a crew.</quote></p>
1089 <p>Lanza<ch.apos/>s face brightens. He orders his men to prepare the Ixian ship and within the hour you are ready to set sail.</p>
1090 <p><quote>May the gods watch over you, Grand Master,</quote> says Prarg, as you bid him and Lanza farewell.</p>
1091 <p><quote>Do not fear,</quote> you reply. <quote>I shall soon return.</quote></p>
1092 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
1093 <choice idref="sect332">If the number you have picked is 0<ch.endash/>4, <link-text>turn to 332</link-text>.</choice>
1094 <choice idref="sect224">If it is 5<ch.endash/>9, <link-text>turn to 224</link-text>.</choice>
1098 <section class="numbered" id="sect19">
1099 <meta><title>19</title></meta>
1102 <p>Using the Magnakai Discipline of Nexus, you focus on the hole and attempt to will the lock to disengage itself.</p>
1103 <p>Pick a number from the <a idref="random">Random Number Table</a>. For every level of Kai Mastery you have attained above that of Sun Knight, add 1 to the number you have picked.</p>
1104 <choice idref="sect65">If your total is now 7 or less, <link-text>turn to 65</link-text>.</choice>
1105 <choice idref="sect143">If it is 8 or more, <link-text>turn to 143</link-text>.</choice>
1109 <section class="numbered" id="sect20">
1110 <meta><title>20</title></meta>
1113 <footnote id="sect20-1-foot" idref="sect20-1">
1114 <p>This is the correct answer to the ancient, green crystal lock in <a idref="sect213">Section 213</a>.</p>
1119 <p>The moment you project the correct number at the lockplate, the entire portal begins to shimmer and lose its solidity.<footref id="sect20-1" idref="sect20-1-foot"/> 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.</p>
1121 <!-- <illustration id="bw-small10" class="inline">-->
1122 <illustration class="inline">
1124 <creator>Brian Williams</creator>
1126 <instance class="html" src="small10.png" width="386" height="150" mime-type="image/png"/>
1127 <instance class="html-compatible" src="small10.gif" width="386" height="150" mime-type="image/gif"/>
1128 <instance class="pdf" src="small10.pdf" width="386" height="150" />
1131 <p>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<ch.emdash/>there is a gap, a little over two feet wide above them.</p>
1132 <choice idref="sect136">If you possess Kai-alchemy and wish to use it, <link-text>turn to 136</link-text>.</choice>
1133 <choice idref="sect297">If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, <link-text>turn to 297</link-text>.</choice>
1134 <choice idref="sect211">If you decide to throw caution to the wind and run between the pillars, <link-text>turn to 211</link-text>.</choice>
1138 <section class="numbered" id="sect21">
1139 <meta><title>21</title></meta>
1142 <p>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.</p>
1143 <combat><enemy>Ixian Gybia</enemy><enemy-attribute class="combatskill">45</enemy-attribute><enemy-attribute class="endurance">58</enemy-attribute></combat>
1144 <p>Reduce your <typ class="attribute">COMBAT SKILL</typ> by 4 points for the duration of this underwater combat, due to the lack of oxygen.</p>
1145 <choice idref="sect138">You may attempt to evade combat after four rounds by <link-text>turning to 138</link-text>.</choice>
1146 <choice idref="sect68">If you win the fight, <link-text>turn to 68</link-text>.</choice>
1150 <section class="numbered" id="sect22">
1151 <meta><title>22</title></meta>
1154 <footnote id="sect22-1-foot" idref="sect22-1">
1155 <p>If you have not visited the city of Darke, only turn to <a idref="sect305">Section 305</a> if you met Captain Prarg at the Battle of Cetza.</p>
1160 <p>It is in the thirtieth hour of your air voyage that the <cite>Skyrider<ch.apos/>s</cite> 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.</p>
1162 <!-- <illustration id="bw-small2" class="inline">-->
1163 <illustration class="inline">
1165 <creator>Brian Williams</creator>
1167 <instance class="html" src="small2.png" width="386" height="150" mime-type="image/png"/>
1168 <instance class="html-compatible" src="small2.gif" width="386" height="150" mime-type="image/gif"/>
1169 <instance class="pdf" src="small2.pdf" width="386" height="150" />
1172 <p>Skilfully Bo<ch.apos/>sun Nolrim lands the <cite>Skyrider</cite> 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.</p>
1173 <p><quote>We are honoured to welcome you once again to our city, Grand Master,</quote> says the silver-haired King. <quote>My only regret is the reason for your visit. I<ch.apos/>d have hoped our meeting would have been in less ominous circumstances.</quote></p>
1174 <p>Formally you acknowledge the King<ch.apos/>s greeting; then you turn to face the elderly man who is standing beside the King<ch.apos/>s throne. You recognized him as soon as you entered the King<ch.apos/>s chamber<ch.emdash/>he is Lord Ardan, an Elder Magi from Dessi, one of Lord Rimoah<ch.apos/>s countrymen.</p>
1175 <p><quote>Well met, my lord,</quote> you say, and Ardan returns your greeting with a smile. Sadly, his smile soon fades when he says: <quote>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<ch.apos/>s power is allowed to grow unchecked, Lencia will be the first Freeland state to suffer his wrath.</quote></p>
1176 <p><quote>I pledge to do all in my power to prevent such an outcome, my lord,</quote> you reply earnestly.</p>
1177 <p><quote>We have every faith in you, Lone Wolf,</quote> says King Sarnac, <quote>and we shall help you accomplish your mission in whatever way we can.</quote> 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.</p>
1178 <choice idref="sect305">If you took part in the Battle of Cetza or have visited the city of Darke in any previous <cite>Lone Wolf</cite> adventures,<footref id="sect22-1" idref="sect22-1-foot"/> <link-text>turn to 305</link-text>.</choice>
1179 <choice idref="sect129">If you did not, <link-text>turn to 129</link-text>.</choice>
1183 <section class="numbered" id="sect23">
1184 <meta><title>23</title></meta>
1187 <footnote id="sect23-1-foot" idref="sect23-1">
1188 <p>In view of Banedon<ch.apos/>s comments in <a idref="sect339">Section 339</a>, it would seem that you should not use the Sommerswerd in this combat.</p>
1193 <p>You utter a prayer to the Goddess Ishir to watch over your soul as you get ready to engage the attacking skeletal warriors.</p>
1194 <combat><enemy>Ixian Undead</enemy><enemy-attribute class="combatskill">46</enemy-attribute><enemy-attribute class="endurance">55</enemy-attribute></combat>
1195 <p>You cannot evade this combat and must fight to the finish.<footref id="sect23-1" idref="sect23-1-foot"/></p>
1196 <choice idref="sect152">If you win the combat, <link-text>turn to 152</link-text>.</choice>
1200 <section class="numbered" id="sect24">
1201 <meta><title>24</title></meta>
1204 <p>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.</p>
1205 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
1207 <illustration class="float">
1209 <creator>Brian Williams</creator>
1210 <description>Six large, spindly-limbed black insectoids, each with a ghoulish head<ch.ellips/></description>
1212 <instance class="html" src="ill2.png" width="386" height="571" mime-type="image/png"/>
1213 <instance class="html-compatible" src="ill2.gif" width="386" height="571" mime-type="image/gif"/>
1214 <instance class="pdf" src="ill2.pdf" width="386" height="571" />
1217 <p>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.</p>
1218 <choice idref="sect98">If you wish to attempt to evade these hideous insectoids, <link-text>turn to 98</link-text>.</choice>
1219 <choice idref="sect244">If you have a Bow and wish to use it, <link-text>turn to 244</link-text>.</choice>
1220 <choice idref="sect115">If you choose not to evade them or make use of a Bow, <link-text>turn instead to 115</link-text>.</choice>
1224 <section class="numbered" id="sect25">
1225 <meta><title>25</title></meta>
1228 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
1229 <choice idref="sect306">If you survive this severe wounding, <link-text>turn to 306</link-text>.</choice>
1233 <section class="numbered" id="sect26">
1234 <meta><title>26</title></meta>
1237 <p>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<ch.emdash/>they are using powerful psychic probes in an effort to locate you.</p>
1238 <choice idref="sect267">If you possess Kai-screen and have reached the rank of Kai Grand Guardian or higher, <link-text>turn to 267</link-text>.</choice>
1239 <choice idref="sect2">If you do not possess this skill or have yet to reach this level of Kai Mastery, <link-text>turn to 2</link-text>.</choice>
1243 <section class="numbered" id="sect27">
1244 <meta><title>27</title></meta>
1247 <p>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<ch.apos/>s head in an attempt to cut yourself free from its vice-tight grip.</p>
1248 <combat><enemy>Suggaz</enemy><enemy-attribute class="combatskill">40</enemy-attribute><enemy-attribute class="endurance">44</enemy-attribute></combat>
1249 <choice idref="sect67">If you win this fight, <link-text>turn to 67</link-text>.</choice>
1253 <section class="numbered" id="sect28">
1254 <meta><title>28</title></meta>
1257 <p>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.</p>
1258 <choice idref="sect219">If you possess the Sommerswerd and wish to use it in your defence, <link-text>turn to 219</link-text>.</choice>
1259 <choice idref="sect89">If you do not possess this Special Item or choose not to use it, <link-text>turn to 89</link-text>.</choice>
1263 <section class="numbered" id="sect29">
1264 <meta><title>29</title></meta>
1267 <p>Using your advanced knowledge of Brotherhood magic, you recite the words of the spell <spell>Slow Fall</spell> 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.</p>
1268 <choice idref="sect62"><link-text>Turn to 62</link-text>.</choice>
1272 <section class="numbered" id="sect30">
1273 <meta><title>30</title></meta>
1276 <p>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.</p>
1277 <choice idref="sect207"><link-text>Turn to 207</link-text>.</choice>
1281 <section class="numbered" id="sect31">
1282 <meta><title>31</title></meta>
1285 <p>You raise your weapon as the first of the Drakkarim undead come within arm<ch.apos/>s reach. Then, with frightening speed, they leap upon you from all sides.</p>
1286 <combat><enemy>Undead Drakkarim Search Party</enemy><enemy-attribute class="combatskill">40</enemy-attribute><enemy-attribute class="endurance">40</enemy-attribute></combat>
1287 <p>These beings are sensitive to all forms of psychic attack; double all normal bonuses.</p>
1288 <choice idref="sect324">If you win the fight, <link-text>turn to 324</link-text>.</choice>
1292 <section class="numbered" id="sect32">
1293 <meta><title>32</title></meta>
1296 <p>The bodies of the ghastly creatures undergo a swift and gruesome transformation upon the instant you deal them the <foreign xml:lang="fr">coup de gr<ch.acirc/>ce</foreign>. 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.</p>
1298 <!-- <illustration id="bw-small10" class="inline">-->
1299 <illustration class="inline">
1301 <creator>Brian Williams</creator>
1303 <instance class="html" src="small10.png" width="386" height="150" mime-type="image/png"/>
1304 <instance class="html-compatible" src="small10.gif" width="386" height="150" mime-type="image/gif"/>
1305 <instance class="pdf" src="small10.pdf" width="386" height="150" />
1308 <p>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.</p>
1309 <p>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<ch.emdash/>there is a gap, a little over two feet wide above them.</p>
1310 <choice idref="sect136">If you possess Kai-alchemy and wish to use it, <link-text>turn to 136</link-text>.</choice>
1311 <choice idref="sect297">If you wish to attempt to climb one of the pillars and squeeze through the gap in order to reach the adjoining hall, <link-text>turn to 297</link-text>.</choice>
1312 <choice idref="sect211">If you decide to throw caution to the wind and run between the pillars, <link-text>turn to 211</link-text>.</choice>
1316 <section class="numbered" id="sect33">
1317 <meta><title>33</title></meta>
1320 <p>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.</p>
1321 <choice idref="sect200"><link-text>Turn to 200</link-text>.</choice>
1325 <section class="numbered" id="sect34">
1326 <meta><title>34</title></meta>
1329 <p>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.</p>
1330 <choice idref="sect106">If you wish to take the left branch of this corridor, <link-text>turn to 106</link-text>.</choice>
1331 <choice idref="sect292">If you decide to take the right branch, <link-text>turn to 292</link-text>.</choice>
1335 <section class="numbered" id="sect35">
1336 <meta><title>35</title></meta>
1339 <p>The hideous creatures howl with glee as they fall upon you, like starving vultures descending upon a corpse.</p>
1340 <combat><enemy>3 Cabalah</enemy><enemy-attribute class="combatskill">53</enemy-attribute><enemy-attribute class="endurance">54</enemy-attribute></combat>
1341 <p>These undead creatures are immune to Mindblast, Psi-surge, and Kai-surge.</p>
1342 <choice idref="sect41">You may evade this combat after four rounds by <link-text>turning to 41</link-text>.</choice>
1343 <choice idref="sect173">If you win the fight and you used the Sommerswerd, <link-text>turn to 173</link-text>.</choice>
1344 <choice idref="sect293">If you win the fight without using the Sommerswerd, <link-text>turn to 293</link-text>.</choice>
1348 <section class="numbered" id="sect36">
1349 <meta><title>36</title></meta>
1352 <p>Quickly you make your way across the hall, zigzagging to dodge pillars, chunks of stone, and the many bodies of Ixiataaga<ch.apos/>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.</p>
1353 <p>Pick a number from the <a idref="random">Random Number Table</a>. If your current <typ class="attribute">ENDURANCE</typ> points score is 14 or less, deduct 1 from the number you have picked. If you <typ class="attribute">ENDURANCE</typ> score is 24 or higher, add 1.</p>
1354 <choice idref="sect316">If your total is now 3 or lower, <link-text>turn to 316</link-text>.</choice>
1355 <choice idref="sect193">If it is 4 or higher, <link-text>turn to 193</link-text>.</choice>
1359 <section class="numbered" id="sect37">
1360 <meta><title>37</title></meta>
1363 <p>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.</p>
1364 <p>Seizing your only chance, you retreat from this onrushing horde and evade them by descending a stair which leads down into the ship<ch.apos/>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.</p>
1365 <choice idref="sect208">If you possess Assimilance, <link-text>turn to 208</link-text>.</choice>
1366 <choice idref="sect26">If you do not possess this skill, <link-text>turn to 26</link-text>.</choice>
1370 <section class="numbered" id="sect38">
1371 <meta><title>38</title></meta>
1374 <p>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.</p>
1375 <combat><enemy>Lavas</enemy><enemy-attribute class="combatskill">52</enemy-attribute><enemy-attribute class="endurance">52</enemy-attribute></combat>
1376 <choice idref="sect105">If you win this combat, <link-text>turn to 105</link-text>.</choice>
1380 <section class="numbered" id="sect39">
1381 <meta><title>39</title></meta>
1384 <p>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.</p>
1385 <p>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<ch.apos/>s face is transfixed with shock.</p>
1386 <p><quote>By the gods!</quote> he splutters. <quote>It<ch.apos/>s the alarm bell<ch.emdash/>we<ch.apos/>re under attack!</quote></p>
1387 <choice idref="sect181"><link-text>Turn to 181</link-text>.</choice>
1391 <section class="numbered" id="sect40">
1392 <meta><title>40</title></meta>
1395 <p>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<ch.apos/>s grave.</p>
1396 <p>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.</p>
1397 <choice idref="sect164">If you possess the Sommerswerd, <link-text>turn to 164</link-text>.</choice>
1398 <choice idref="sect128">If you do not possess this Special Item, <link-text>turn to 128</link-text>.</choice>
1402 <section class="numbered" id="sect41">
1403 <meta><title>41</title></meta>
1406 <p>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.</p>
1407 <choice idref="sect270"><link-text>Turn to 270</link-text>.</choice>
1411 <section class="numbered" id="sect42">
1412 <meta><title>42</title></meta>
1415 <p>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.</p>
1416 <p>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.</p>
1417 <combat><enemy>Ixian Undead</enemy><enemy-attribute class="combatskill">41</enemy-attribute><enemy-attribute class="endurance">46</enemy-attribute></combat>
1418 <p>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 <typ class="attribute">COMBAT SKILL</typ> by 5 for the duration of this combat.</p>
1419 <choice idref="sect109">If you win this fight, <link-text>turn to 109</link-text>.</choice>
1423 <section class="numbered" id="sect43">
1424 <meta><title>43</title></meta>
1427 <p>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.</p>
1428 <combat><enemy>Dentaag</enemy><enemy-attribute class="combatskill">51</enemy-attribute><enemy-attribute class="endurance">38</enemy-attribute></combat>
1429 <p>These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.</p>
1430 <choice idref="sect149">If you win the fight, <link-text>turn to 149</link-text>.</choice>
1434 <section class="numbered" id="sect44">
1435 <meta><title>44</title></meta>
1438 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
1439 <p>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<ch.emdash/>the city of the Deathlord.</p>
1440 <p>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.</p>
1441 <p>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.</p>
1442 <choice idref="sect253">If you wish to take shelter in the cave, <link-text>turn to 253</link-text>.</choice>
1443 <choice idref="sect197">If you choose to seek shelter among the rocks, <link-text>turn to 197</link-text>.</choice>
1447 <section class="numbered" id="sect45">
1448 <meta><title>45</title></meta>
1451 <p>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.</p>
1453 <illustration class="float">
1455 <creator>Brian Williams</creator>
1456 <description>Tagazin launches himself through the air, clawed paws outstretched.</description>
1458 <instance class="html" src="ill3.png" width="386" height="608" mime-type="image/png"/>
1459 <instance class="html-compatible" src="ill3.gif" width="386" height="608" mime-type="image/gif"/>
1460 <instance class="pdf" src="ill3.pdf" width="386" height="608" />
1463 <combat><enemy>Demonlord Tagazin</enemy><enemy-attribute class="combatskill">55</enemy-attribute><enemy-attribute class="endurance">60</enemy-attribute></combat>
1464 <p>Before commencing the combat procedure, reduce your enemy<ch.apos/>s <typ class="attribute">ENDURANCE</typ> points score by the number you have noted in the margin of your <a idref="action">Action Chart</a>. 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.</p>
1465 <choice idref="sect168">If at any time during this fight you reduce Tagazin<ch.apos/>s <typ class="attribute">ENDURANCE</typ> points score to 25 or less, do not continue. <link-text>Turn instead to 168</link-text>.</choice>
1469 <section class="numbered" id="sect46">
1470 <meta><title>46</title></meta>
1473 <p>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 <spell>Power Word</spell> you once learned from Lord Rimoah. The instant the spell-thoughts focus in your mind, you project the power-word <spell>Gloar!</spell> at the keyhole.</p>
1474 <p>Use of this spell so soon after recovering consciousness costs you 2 <typ class="attribute">ENDURANCE</typ> points.</p>
1475 <choice idref="sect174">Adjust your <a idref="action">Action Chart</a> accordingly before <link-text>turning to 174</link-text>.</choice>
1479 <section class="numbered" id="sect47">
1480 <meta><title>47</title></meta>
1483 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
1484 <p>As you stagger to your feet, you suddenly see an opportunity to seize the initiative and carry the attack to the Deathlord.</p>
1485 <choice idref="sect12"><link-text>Turn to 12</link-text>.</choice>
1489 <section class="numbered" id="sect48">
1490 <meta><title>48</title></meta>
1493 <p>As you strike down the last of your skeletal foes, you hear Captain Lanza<ch.apos/>s stirring battle-cry ring out above the noise of the fighting: <quote>For Lencia and the House of Sarnac!</quote> Despite the odds, he and his men have beaten back the enemy and are now within a stone<ch.apos/>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.</p>
1495 <!-- <illustration id="bw-small2" class="inline">-->
1496 <illustration class="inline">
1498 <creator>Brian Williams</creator>
1500 <instance class="html" src="small2.png" width="386" height="150" mime-type="image/png"/>
1501 <instance class="html-compatible" src="small2.gif" width="386" height="150" mime-type="image/gif"/>
1502 <instance class="pdf" src="small2.pdf" width="386" height="150" />
1505 <p><quote>Captain<ch.emdash/>we must save the ice-boat!</quote> you shout, pointing to the ship which is being attacked by the skeleton horde. <quote>Indeed we must,</quote> 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.</p>
1506 <p>Twenty yards from the quayside, you break away from the wall and sprint towards the ship<ch.apos/>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.</p>
1507 <choice idref="sect78"><link-text>Turn to 78</link-text>.</choice>
1511 <section class="numbered" id="sect49">
1512 <meta><title>49</title></meta>
1515 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
1516 <p>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.</p>
1517 <choice idref="sect300"><link-text>Turn to 300</link-text>.</choice>
1521 <section class="numbered" id="sect50">
1522 <meta><title>50</title></meta>
1525 <footnote id="sect50-1-foot" idref="sect50-1">
1526 <p>In view of Banedon<ch.apos/>s comments in <a idref="sect339">Section 339</a>, it would seem that you should not use the Sommerswerd in this combat.</p>
1531 <p>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<ch.emdash/>the current holds you firmly in its agonizing grip: lose 4 <typ class="attribute">ENDURANCE</typ> points.</p>
1532 <p>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.</p>
1533 <combat><enemy>Ixian Undead</enemy><enemy-attribute class="combatskill">42</enemy-attribute><enemy-attribute class="endurance">50</enemy-attribute></combat>
1534 <p>Due to your painful predicament, you must reduce your <typ class="attribute">COMBAT SKILL</typ> by 8 points for the duration of this combat.<footref id="sect50-1" idref="sect50-1-foot"/></p>
1535 <choice idref="sect103">If you win the fight, <link-text>turn to 103</link-text>.</choice>
1539 <section class="numbered" id="sect51">
1540 <meta><title>51</title></meta>
1543 <p>You take over control of the helm and send a man forward to the bow with instructions to keep his eyes on the ship<ch.apos/>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<ch.apos/>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.</p>
1544 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 3 to the number you picked.</p>
1545 <choice idref="sect144">If your total score is now 5 or less, <link-text>turn to 144</link-text>.</choice>
1546 <choice idref="sect255">If it is 6<ch.endash/>8, <link-text>turn to 255</link-text>.</choice>
1547 <choice idref="sect97">If it is 9 or higher, <link-text>turn to 97</link-text>.</choice>
1551 <section class="numbered" id="sect52">
1552 <meta><title>52</title></meta>
1555 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
1556 <p>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.</p>
1557 <choice idref="sect287">If you possess a Bow and wish to use it, <link-text>turn to 287</link-text>.</choice>
1558 <choice idref="sect96">If you possess Kai-surge and wish to use it, <link-text>turn to 96</link-text>.</choice>
1559 <choice idref="sect64">If you cannot, or if you choose not to use either of the above, then <link-text>turn to 64</link-text>.</choice>
1563 <section class="numbered" id="sect53">
1564 <meta><title>53</title></meta>
1567 <p>You cast the Brotherhood Spell <spell>Strength</spell> 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.</p>
1568 <p>As you come to within striking distance, suddenly he leaps at your chest and brings you crashing to the loamy ground.</p>
1569 <combat><enemy>Demonlord Tagazin (injured)</enemy><enemy-attribute class="combatskill">45</enemy-attribute><enemy-attribute class="endurance">45</enemy-attribute></combat>
1570 <p>This being is immune to all forms of psychic attack, except Kai-surge and Kai-blast.</p>
1571 <p>Conduct this combat for two rounds only.</p>
1572 <choice idref="sect252">If Tagazin is killed outright during either of these rounds, <link-text>turn to 252</link-text>.</choice>
1573 <choice idref="sect218">If not, <link-text>turn to 218</link-text>.</choice>
1577 <section class="numbered" id="sect54">
1578 <meta><title>54</title></meta>
1581 <p>As you reach out your hand towards the silvery rod, you suddenly hesitate<ch.emdash/>your Kai Sixth Sense is warning you of imminent danger.</p>
1582 <choice idref="sect262">If you possess the Grand Master Discipline of Telegnosis, <link-text>turn to 262</link-text>.</choice>
1583 <choice idref="sect25">If you do not possess this Discipline, <link-text>turn to 25</link-text>.</choice>
1587 <section class="numbered" id="sect55">
1588 <meta><title>55</title></meta>
1591 <p>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.</p>
1592 <deadend>Tragically, you have fallen victim to the power of the Deathstaff. Your life and your quest end here in the Crystal Spire of Ixia.</deadend>
1596 <section class="numbered" id="sect56">
1597 <meta><title>56</title></meta>
1600 <p>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.</p>
1602 <!-- <illustration id="bw-small12" class="inline">-->
1603 <illustration class="inline">
1605 <creator>Brian Williams</creator>
1607 <instance class="html" src="small12.png" width="386" height="122" mime-type="image/png"/>
1608 <instance class="html-compatible" src="small12.gif" width="386" height="122" mime-type="image/gif"/>
1609 <instance class="pdf" src="small12.pdf" width="386" height="122" />
1612 <p>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 <onomatopoeia>crack!</onomatopoeia> 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.</p>
1613 <p>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.</p>
1614 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Grand Nexus, you may add another 2.</p>
1615 <choice idref="sect99">If your total score is now 5 or lower, <link-text>turn to 99</link-text>.</choice>
1616 <choice idref="sect231">If it is 6<ch.endash/>9, <link-text>turn to 231</link-text>.</choice>
1617 <choice idref="sect104">If it is 10 or higher, <link-text>turn to 104</link-text>.</choice>
1621 <section class="numbered" id="sect57">
1622 <meta><title>57</title></meta>
1625 <p>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.</p>
1626 <p><quote>It concerns me greatly that so little is known of Xaagon<ch.emdash/>the Deathlord<ch.apos/>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<ch.emdash/>a weapon capable of destroying that which is already dead.</quote></p>
1627 <choice idref="sect339">If you possess the Sommerswerd, <link-text>turn to 339</link-text>.</choice>
1628 <choice idref="sect220">If you do not possess this Special Item, <link-text>turn to 220</link-text>.</choice>
1632 <section class="numbered" id="sect58">
1633 <meta><title>58</title></meta>
1636 <p>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.</p>
1637 <p>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.)</p>
1638 <p>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<ch.apos/>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<ch.emdash/>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.</p>
1639 <choice idref="sect208">If you possess Assimilance, <link-text>turn to 208</link-text>.</choice>
1640 <choice idref="sect26">If you do not possess this skill, <link-text>turn to 26</link-text>.</choice>
1644 <section class="numbered" id="sect59">
1645 <meta><title>59</title></meta>
1648 <p>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.</p>
1649 <p>Suddenly you sense movement in the slime<ch.emdash/>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.</p>
1650 <choice idref="sect15">If you possess Telegnosis and have reached the rank of Sun Lord or higher, <link-text>turn to 15</link-text>.</choice>
1651 <choice idref="sect176">If you possess Kai-alchemy and wish to use it, <link-text>turn to 176</link-text>.</choice>
1652 <choice idref="sect337">If you possess Animal Mastery and wish to use it, <link-text>turn to 337</link-text>.</choice>
1653 <choice idref="sect27">If you cannot, or choose not to use any of the above Disciplines, <link-text>turn instead to 27</link-text>.</choice>
1657 <section class="numbered" id="sect60">
1658 <meta><title>60</title></meta>
1661 <p>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.</p>
1662 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess Grand Huntmastery, add 2 to the number you have picked.</p>
1663 <choice idref="sect319">If your total score is now 3 or lower, <link-text>turn to 319</link-text>.</choice>
1664 <choice idref="sect187">If it is 4<ch.endash/>7, <link-text>turn to 187</link-text>.</choice>
1665 <choice idref="sect91">If it is 8 or higher, <link-text>turn to 91</link-text>.</choice>
1669 <section class="numbered" id="sect61">
1670 <meta><title>61</title></meta>
1673 <p>Using the Brotherhood Spell <spell>Sense Evil</spell> 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.</p>
1674 <p>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<ch.apos/>s face is transfixed with shock.</p>
1675 <p><quote>By the gods!</quote> he splutters. <quote>It<ch.apos/>s the alarm bell<ch.emdash/>we<ch.apos/>re under attack!</quote></p>
1676 <choice idref="sect181"><link-text>Turn to 181</link-text>.</choice>
1680 <section class="numbered" id="sect62">
1681 <meta><title>62</title></meta>
1684 <p>You hurry across the chamber, zigzagging to dodge pillars, chunks of stone, and the many bodies of Ixiataaga<ch.apos/>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.</p>
1685 <p>Pick a number from the <a idref="random">Random Number Table</a>. If your current <typ class="attribute">ENDURANCE</typ> points score is 10 or less, deduct 1 from the number you have picked. If your <typ class="attribute">ENDURANCE</typ> score is 20 or higher, add 1.</p>
1686 <choice idref="sect316">If your total is now 3 or lower, <link-text>turn to 316</link-text>.</choice>
1687 <choice idref="sect193">If it is 4 or higher, <link-text>turn to 193</link-text>.</choice>
1691 <section class="numbered" id="sect63">
1692 <meta><title>63</title></meta>
1695 <p>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.</p>
1696 <p>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 <a idref="action">Action Chart</a>, and cross off the first two items recorded on your list of Backpack Items.</p>
1697 <choice idref="sect204">If you wish to stay and search this chamber further, <link-text>turn to 204</link-text>.</choice>
1698 <choice idref="sect34">If you choose to leave the chamber, <link-text>turn to 34</link-text>.</choice>
1702 <section class="numbered" id="sect64">
1703 <meta><title>64</title></meta>
1706 <p>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.</p>
1707 <choice idref="sect238">If you possess the Sommerswerd and wish to use it, <link-text>turn to 238</link-text>.</choice>
1708 <choice idref="sect125">If you do not possess this Special Item or choose not to use it, <link-text>turn instead to 125</link-text>.</choice>
1712 <section class="numbered" id="sect65">
1713 <meta><title>65</title></meta>
1716 <p>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.</p>
1717 <deadend>Tragically, you have fallen victim to one of the Deathlord<ch.apos/>s spells. Your life and your quest end here.</deadend>
1721 <section class="numbered" id="sect66">
1722 <meta><title>66</title></meta>
1725 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
1726 <p>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.</p>
1727 <p><quote>Hard a<ch.apos/>port!</quote> 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.</p>
1728 <p>Some of the crew, clearly terrified by the collision and the subsequent sight of you falling overboard, are cowering along the ship<ch.apos/>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<ch.apos/>s voice echoing along the deck: <quote>Ship ahoy!</quote></p>
1729 <p>Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.</p>
1730 <choice idref="sect195"><link-text>Turn to 195</link-text>.</choice>
1734 <section class="numbered" id="sect67">
1735 <meta><title>67</title></meta>
1738 <p>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.</p>
1740 <illustration class="float">
1742 <creator>Brian Williams</creator>
1743 <description>The chaos creatures watch your ascent eagerly.</description>
1745 <instance class="html" src="ill4.png" width="386" height="634" mime-type="image/png"/>
1746 <instance class="html-compatible" src="ill4.gif" width="386" height="634" mime-type="image/gif"/>
1747 <instance class="pdf" src="ill4.pdf" width="386" height="634" />
1750 <combat><enemy>Chaos-horde</enemy><enemy-attribute class="combatskill">46</enemy-attribute><enemy-attribute class="endurance">46</enemy-attribute></combat>
1751 <p>Unless you have attained the Kai rank of Sun Lord, you must reduce your <typ class="attribute">COMBAT SKILL</typ> 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.</p>
1752 <choice idref="sect82">If you win the combat, <link-text>turn to 82</link-text>.</choice>
1756 <section class="numbered" id="sect68">
1757 <meta><title>68</title></meta>
1760 <p>As you strike a killing blow deep into the Gybia<ch.apos/>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.</p>
1761 <p>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.</p>
1762 <p>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.</p>
1763 <choice idref="sect304">To continue, <link-text>turn to 304</link-text>.</choice>
1767 <section class="numbered" id="sect69">
1768 <meta><title>69</title></meta>
1771 <footnote id="sect69-1-foot" idref="sect69-1">
1772 <p>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, <a idref="sect139">turn immediately to 139</a>.</p>
1777 <p>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.</p>
1778 <p>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.</p>
1780 <illustration class="inline">
1782 <creator>Brian Williams</creator>
1784 <instance class="html" src="small13.png" width="386" height="109" mime-type="image/png"/>
1785 <instance class="html-compatible" src="small13.gif" width="386" height="109" mime-type="image/gif"/>
1786 <instance class="pdf" src="small13.pdf" width="386" height="109" />
1787 <instance class="text">
1790 <th colspan="2" scope="colgroup">Number grid</th>
1801 <td colspan="2"><ch.nbsp/></td>
1812 <td colspan="2"><ch.nbsp/></td>
1826 <puzzle idref="sect10">Consider the grid of numbers. When you think you have determined the missing number, <choose test="has-numbered-section-list"><when value="true"><a idref="numbered">turn to the entry</a></when><otherwise>turn to the entry</otherwise></choose> that is the same number as your answer.<footref id="sect69-1" idref="sect69-1-foot"/></puzzle>
1827 <choice idref="sect139">If your answer is incorrect, or if you cannot solve this lock puzzle, <link-text>turn to 139</link-text>.</choice>
1831 <section class="numbered" id="sect70">
1832 <meta><title>70</title></meta>
1835 <p>The moment you deal the Ziog the <foreign xml:lang="fr">coup de gr<ch.acirc/>ce</foreign> 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<ch.apos/>s freezing water.</p>
1836 <choice idref="sect88">If you now wish to examine the Ziog<ch.apos/>s remains, <link-text>turn to 88</link-text>.</choice>
1837 <choice idref="sect329">If you do not wish to approach the Ziog<ch.apos/>s body, <link-text>turn to 329</link-text>.</choice>
1841 <section class="numbered" id="sect71">
1842 <meta><title>71</title></meta>
1845 <p>Cautiously you peer into the tiny opening at the base of the arch and realize that what you are looking into is a keyhole.</p>
1846 <choice idref="sect175">If you possess Grand Nexus and wish to use it, <link-text>turn to 175</link-text>.</choice>
1847 <choice idref="sect19">If you do not possess this Discipline, or if you choose not to use it, <link-text>turn to 19</link-text>.</choice>
1851 <section class="numbered" id="sect72">
1852 <meta><title>72</title></meta>
1855 <p>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.</p>
1856 <deadend>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.</deadend>
1860 <section class="numbered" id="sect73">
1861 <meta><title>73</title></meta>
1864 <p>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.</p>
1865 <p>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 <a idref="action">Action Chart</a> accordingly.)</p>
1866 <p>You are about to venture deeper into the hold when suddenly you hear Prarg<ch.apos/>s voice<ch.emdash/>he is calling for you to come to the stern.</p>
1867 <choice idref="sect271"><link-text>Turn to 271</link-text>.</choice>
1871 <section class="numbered" id="sect74">
1872 <meta><title>74</title></meta>
1875 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
1876 <p>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.</p>
1877 <combat><enemy>Bulkhead Door</enemy><enemy-attribute class="combatskill">40</enemy-attribute><enemy-attribute class="endurance">50</enemy-attribute></combat>
1878 <p>Conduct a combat in the usual manner. Any <typ class="attribute">ENDURANCE</typ> points lost by yourself result from fatigue at having to pick the lock with your bare hands.</p>
1879 <choice idref="sect327">When you have reduced the door<ch.apos/>s <typ class="attribute">ENDURANCE</typ> total to zero or below, <link-text>turn to 327</link-text>.</choice>
1883 <section class="numbered" id="sect75">
1884 <meta><title>75</title></meta>
1887 <p>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 <a idref="action">Weapons List</a>).</p>
1888 <p>Snickering evilly, the Demonlord springs forward to rake you with his razor-sharp claws.</p>
1889 <p>Pick a number from the <a idref="random">Random Number Table</a>. 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 <typ class="attribute">ENDURANCE</typ> points lost by you in this deadly attack.</p>
1890 <choice idref="sect183">If you survive Tagazin<ch.apos/>s initial attack, make the appropriate changes to your <typ class="attribute">ENDURANCE</typ> points score and <link-text>turn to 183</link-text>.</choice>
1894 <section class="numbered" id="sect76">
1895 <meta><title>76</title></meta>
1898 <p>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.</p>
1899 <p>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.</p>
1900 <choice idref="sect78"><link-text>Turn to 78</link-text>.</choice>
1904 <section class="numbered" id="sect77">
1905 <meta><title>77</title></meta>
1908 <p>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<ch.apos/>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.</p>
1909 <p>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.</p>
1911 <illustration class="float">
1913 <creator>Brian Williams</creator>
1914 <description>Deathlord Ixiataaga slashes at your face with the Deathstaff.</description>
1916 <instance class="html" src="ill5.png" width="386" height="573" mime-type="image/png"/>
1917 <instance class="html-compatible" src="ill5.gif" width="386" height="573" mime-type="image/gif"/>
1918 <instance class="pdf" src="ill5.pdf" width="386" height="573" />
1921 <combat><enemy>Deathlord Ixiataaga (with Deathstaff<ch.emdash/>uncharged)</enemy><enemy-attribute class="combatskill">60</enemy-attribute><enemy-attribute class="endurance">39</enemy-attribute></combat>
1922 <p>This supernatural being is immune to all forms of psychic attack, except Kai-surge and Kai-blast. The Power Spike is a magical Dagger.</p>
1923 <choice idref="sect290">If you win the combat, <link-text>turn to 290</link-text>.</choice>
1927 <section class="numbered" id="sect78">
1928 <meta><title>78</title></meta>
1931 <p>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<ch.apos/>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.</p>
1932 <choice idref="sect346">If you possess the Sommerswerd, <link-text>turn to 346</link-text>.</choice>
1933 <choice idref="sect170">If you do not possess this Special Item, <link-text>turn to 170</link-text>.</choice>
1937 <section class="numbered" id="sect79">
1938 <meta><title>79</title></meta>
1941 <p>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<ch.apos/>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.</p>
1942 <p>Soon the ship becomes deathly quiet and your mind is filled with concern for the Lencian crewmen<ch.emdash/>your Kai senses detect there are no living beings close by.</p>
1943 <choice idref="sect186">If you wish to investigate what is happening up on deck, <link-text>turn to 186</link-text>.</choice>
1944 <choice idref="sect314">If you choose to stay hidden here in the hold, <link-text>turn to 314</link-text>.</choice>
1948 <section class="numbered" id="sect80">
1949 <meta><title>80</title></meta>
1952 <p>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.</p>
1953 <p><quote>Prepare for death, lowly mortal,</quote> growls this creature, as it steps from the risen plinth. <quote>I, Tagazin, am the deliverer of your destruction!</quote></p>
1954 <p>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<ch.emdash/>he is the Deathlord<ch.apos/>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.</p>
1955 <choice idref="sect254"><link-text>Turn to 254</link-text>.</choice>
1959 <section class="numbered" id="sect81">
1960 <meta><title>81</title></meta>
1963 <p>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<ch.apos/>s triple combination lockplate.</p>
1964 <p>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.</p>
1965 <combat><enemy>Bulkhead Door</enemy><enemy-attribute class="combatskill">30</enemy-attribute><enemy-attribute class="endurance">40</enemy-attribute></combat>
1966 <p>Conduct a combat in the usual manner. Any <typ class="attribute">ENDURANCE</typ> points lost by yourself result from fatigue at having to pull apart the damaged lock with your bare hands.</p>
1967 <choice idref="sect327">When you have reduced the door<ch.apos/>s <typ class="attribute">ENDURANCE</typ> total to zero or below, <link-text>turn to 327</link-text>.</choice>
1971 <section class="numbered" id="sect82">
1972 <meta><title>82</title></meta>
1975 <p>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.</p>
1976 <p>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.</p>
1977 <choice idref="sect150"><link-text>Turn to 150</link-text>.</choice>
1981 <section class="numbered" id="sect83">
1982 <meta><title>83</title></meta>
1985 <p>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.</p>
1986 <p><quote>In response to Lord Ardan<ch.apos/>s request, I have made provision for your journey to Ixia, Grand Master,</quote> says the King, as the five of you gather around the map table. <quote>As we speak, a man-o<ch.apos/>-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.</quote> King Sarnac points to the map, indicating a remote island near to the Gulf of Konkor.</p>
1987 <p><quote>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<ch.emdash/>the Deathstaff.</quote></p>
1988 <p>You study the map and, with growing dismay, you appreciate the difficult voyage which lies ahead. <quote>Very well, sire,</quote> you reply. <quote>I understand how I am to <em>reach</em> Ixia in order to find and defeat the Deathlord, but can you tell me how I am to <em>return</em> once my mission has been accomplished?</quote></p>
1989 <choice idref="sect248"><link-text>Turn to 248</link-text>.</choice>
1993 <section class="numbered" id="sect84">
1994 <meta><title>84</title></meta>
1997 <p>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.</p>
1998 <choice idref="sect8"><link-text>Turn to 8</link-text>.</choice>
2002 <section class="numbered" id="sect85">
2003 <meta><title>85</title></meta>
2006 <p>Deftly you sidestep the molten missile and strike a scything blow which removes the creature<ch.apos/>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.</p>
2007 <choice idref="sect58">If you wish to stand firm and fight these undead foes, <link-text>turn to 58</link-text>.</choice>
2008 <choice idref="sect247">If you choose to evade them, <link-text>turn to 247</link-text>.</choice>
2012 <section class="numbered" id="sect86">
2013 <meta><title>86</title></meta>
2016 <p>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 <a idref="action">Action Chart</a> as a Special Item, which you carry in the pocket of your tunic.)</p>
2017 <p>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.</p>
2018 <p>Pick a number from the <a idref="random">Random Number Table</a>.</p>
2019 <choice idref="sect50">If the number you have picked is 0 or 1, <link-text>turn to 50</link-text>.</choice>
2020 <choice idref="sect6">If it is 2<ch.endash/>9, <link-text>turn to 6</link-text>.</choice>
2024 <section class="numbered" id="sect87">
2025 <meta><title>87</title></meta>
2028 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
2029 <choice idref="sect36">To continue, <link-text>turn to 36</link-text>.</choice>
2033 <section class="numbered" id="sect88">
2034 <meta><title>88</title></meta>
2037 <p>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 <a idref="action">Action Chart</a> as a Special Item which you keep in your pocket.</p>
2038 <choice idref="sect329">To continue, <link-text>turn to 329</link-text>.</choice>
2042 <section class="numbered" id="sect89">
2043 <meta><title>89</title></meta>
2046 <p>You unsheathe your weapon just in time to fend off the creature<ch.apos/>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.</p>
2048 <illustration class="float">
2050 <creator>Brian Williams</creator>
2051 <description>The creature<ch.apos/>s body is a mass of slimy tentacles, tipped with venomous claws.</description>
2053 <instance class="html" src="ill6.png" width="386" height="585" mime-type="image/png"/>
2054 <instance class="html-compatible" src="ill6.gif" width="386" height="585" mime-type="image/gif"/>
2055 <instance class="pdf" src="ill6.pdf" width="386" height="585" />
2058 <p>The creature retreats a few paces and howls with anger as it prepares to make its second attack.</p>
2059 <combat><enemy>Ixian Mhagani</enemy><enemy-attribute class="combatskill">40</enemy-attribute><enemy-attribute class="endurance">60</enemy-attribute></combat>
2060 <choice idref="sect56">You may evade the combat with this undead creature at any time after the third round by <link-text>turning to 56</link-text>.</choice>
2061 <choice idref="sect16">If you win the fight, <link-text>turn to 16</link-text>.</choice>
2065 <section class="numbered" id="sect90">
2066 <meta><title>90</title></meta>
2069 <p>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.</p>
2070 <p>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.</p>
2071 <choice idref="sect113">If you possess the Sommerswerd, <link-text>turn to 113</link-text>.</choice>
2072 <choice idref="sect296">If you possess the Power Spike, <link-text>turn to 296</link-text>.</choice>
2073 <choice idref="sect215">If you possess neither of these Special Items, <link-text>turn to 215</link-text>.</choice>
2077 <section class="numbered" id="sect91">
2078 <meta><title>91</title></meta>
2081 <p>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.</p>
2082 <choice idref="sect221"><link-text>Turn to 221</link-text>.</choice>
2086 <section class="numbered" id="sect92">
2087 <meta><title>92</title></meta>
2090 <p>Drawing upon your knowledge of Old Kingdom magic, you whisper the words of the spell <spell>Invisible Fist</spell> 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.</p>
2091 <p>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<ch.apos/>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<ch.emdash/>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<ch.emdash/>it is targeted at the ice-boat<ch.apos/>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.</p>
2092 <choice idref="sect42">If you wish to escape from this burning ice-boat by jumping into the harbour, <link-text>turn to 42</link-text>.</choice>
2093 <choice idref="sect201">If you wish to attempt to reach the quayside by swinging from the rigging, <link-text>turn to 201</link-text>.</choice>
2097 <section class="numbered" id="sect93">
2098 <meta><title>93</title></meta>
2101 <p>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 <typ class="attribute">ENDURANCE</typ> point.</p>
2102 <p>As you spring to your feet, you suddenly see an opportunity to grab the initiative and carry the attack to the Deathlord.</p>
2103 <choice idref="sect108"><link-text>Turn to 108</link-text>.</choice>
2107 <section class="numbered" id="sect94">
2108 <meta><title>94</title></meta>
2111 <p>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.</p>
2112 <p>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<ch.apos/>s ghostly, blue-white fire.</p>
2114 <!-- <illustration id="bw-small3" class="inline">-->
2115 <illustration class="inline">
2117 <creator>Brian Williams</creator>
2119 <instance class="html" src="small3.png" width="386" height="150" mime-type="image/png"/>
2120 <instance class="html-compatible" src="small3.gif" width="386" height="150" mime-type="image/gif"/>
2121 <instance class="pdf" src="small3.pdf" width="386" height="150" />
2124 <p>After checking your equipment, you reluctantly leave the cave mouth and set off into the raging blizzard in search of the city of Xaagon.</p>
2125 <choice idref="sect44"><link-text>Turn to 44</link-text>.</choice>
2129 <section class="numbered" id="sect95">
2130 <meta><title>95</title></meta>
2133 <p>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.</p>
2134 <p>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.</p>
2135 <choice idref="sect229">If you possess Grand Pathsmanship, <link-text>turn to 229</link-text>.</choice>
2136 <choice idref="sect278">If you do not possess mastery of this Discipline, <link-text>turn to 278</link-text>.</choice>
2140 <section class="numbered" id="sect96">
2141 <meta><title>96</title></meta>
2144 <p>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<ch.emdash/>they quickly recover and press home their attack.</p>
2145 <p>In your weakened state, your use of Kai-surge costs you 2 <typ class="attribute">ENDURANCE</typ> points. You cannot evade this combat.</p>
2146 <combat><enemy>3 Kajarda</enemy><enemy-attribute class="combatskill">48</enemy-attribute><enemy-attribute class="endurance">42</enemy-attribute></combat>
2147 <p>Kajarda are undead. These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.</p>
2148 <choice idref="sect238">If you used the Sommerswerd, <link-text>turn to 238</link-text>.</choice>
2149 <choice idref="sect32">If you win this combat in six rounds or less, <link-text>turn to 32</link-text>.</choice>
2150 <choice idref="sect213">If you win the fight in seven rounds or more, <link-text>turn to 213</link-text>.</choice>
2154 <section class="numbered" id="sect97">
2155 <meta><title>97</title></meta>
2158 <p>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<ch.apos/>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.</p>
2159 <p>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<ch.apos/>s rail and stare up at the encroaching walls of ice, mouthing prayers, their eyes haunted with fear.</p>
2160 <p>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<ch.apos/>s voice echoing along the deck: <quote>Ship ahoy!</quote></p>
2161 <p>Fear returns to tie a knot in your stomach as you turn and focus your eagle eyes upon the distant vessel.</p>
2162 <choice idref="sect195"><link-text>Turn to 195</link-text>.</choice>
2166 <section class="numbered" id="sect98">
2167 <meta><title>98</title></meta>
2170 <p>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.</p>
2171 <choice idref="sect349">If you possess a Green Gem, <link-text>turn to 349</link-text>.</choice>
2172 <choice idref="sect237">If you do not possess this Special Item, <link-text>turn to 237</link-text>.</choice>
2176 <section class="numbered" id="sect99">
2177 <meta><title>99</title></meta>
2180 <p>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.</p>
2181 <deadend>Tragically, your life and your quest end here in the mountains of Ixia.</deadend>
2185 <section class="numbered" id="sect100">
2186 <meta><title>100</title></meta>
2189 <footnote id="sect100-1-foot" idref="sect100-1">
2190 <p>This is the correct answer to the intricate lockplate in the centre of the green crystal door in <a idref="sect322">Section 322</a>.</p>
2195 <p>The instant you project the correct number at the lockplate, the entire door begins to shimmer and lose its solidity.<footref id="sect100-1" idref="sect100-1-foot"/> 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.</p>
2196 <choice idref="sect180"><link-text>Turn to 180</link-text>.</choice>
2200 <section class="numbered" id="sect101">
2201 <meta><title>101</title></meta>
2204 <p>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<ch.emdash/>to conceal the power of the Sommerswerd from the Darklords of Helgedad.</p>
2205 <p><quote>I trust it will serve you just as well in Ixia,</quote> says Banedon, nodding his approval.</p>
2206 <choice idref="sect22"><link-text>Turn to 22</link-text>.</choice>
2210 <section class="numbered" id="sect102">
2211 <meta><title>102</title></meta>
2214 <p>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<ch.emdash/>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.</p>
2215 <p>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.</p>
2216 <choice idref="sect171"><link-text>Turn to 171</link-text>.</choice>
2220 <section class="numbered" id="sect103">
2221 <meta><title>103</title></meta>
2224 <p>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.</p>
2225 <p>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 <a idref="action">Action Chart</a>).</p>
2226 <p>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.</p>
2227 <choice idref="sect287">If you possess a Bow and wish to use it, <link-text>turn to 287</link-text>.</choice>
2228 <choice idref="sect64">If you do not, <link-text>turn to 64</link-text>.</choice>
2232 <section class="numbered" id="sect104">
2233 <meta><title>104</title></meta>
2236 <p>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.</p>
2237 <p>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.</p>
2238 <choice idref="sect179"><link-text>Turn to 179</link-text>.</choice>
2242 <section class="numbered" id="sect105">
2243 <meta><title>105</title></meta>
2246 <p>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.</p>
2247 <p>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.</p>
2248 <choice idref="sect272">If you possess Grand Huntmastery, <link-text>turn to 272</link-text>.</choice>
2249 <choice idref="sect241">If you do not possess this Discipline, <link-text>turn to 241</link-text>.</choice>
2253 <section class="numbered" id="sect106">
2254 <meta><title>106</title></meta>
2257 <p>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<ch.apos/>s core. From these holes there radiates a brilliant, ghostly light.</p>
2259 <!-- <illustration id="bw-small6" class="inline">-->
2260 <illustration class="inline">
2262 <creator>Brian Williams</creator>
2264 <instance class="html" src="small6.png" width="386" height="150" mime-type="image/png"/>
2265 <instance class="html-compatible" src="small6.gif" width="386" height="150" mime-type="image/gif"/>
2266 <instance class="pdf" src="small6.pdf" width="386" height="150" />
2269 <choice idref="sect313">If you possess Grand Huntmastery and have attained the Kai rank of Sun Lord or higher, <link-text>turn to 313</link-text>.</choice>
2270 <choice idref="sect127">If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, <link-text>turn to 127</link-text>.</choice>
2274 <section class="numbered" id="sect107">
2275 <meta><title>107</title></meta>
2278 <p>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.</p>
2280 <!-- <illustration id="bw-small11" class="inline">-->
2281 <illustration class="inline">
2283 <creator>Brian Williams</creator>
2285 <instance class="html" src="small11.png" width="386" height="150" mime-type="image/png"/>
2286 <instance class="html-compatible" src="small11.gif" width="386" height="150" mime-type="image/gif"/>
2287 <instance class="pdf" src="small11.pdf" width="386" height="150" />
2290 <p>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.</p>
2291 <choice idref="sect23"><link-text>Turn to 23</link-text>.</choice>
2295 <section class="numbered" id="sect108">
2296 <meta><title>108</title></meta>
2299 <p>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<ch.emdash/>you must act swiftly if you are to turn this to your advantage. You raise the Power Spike and shout: <quote>For Sommerlund and the Kai!</quote></p>
2300 <p>Then, with a single mighty leap, you traverse the fiery moat and land on the plinth within an arm<ch.apos/>s length of the Deathlord<ch.apos/>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.</p>
2301 <choice idref="sect77"><link-text>Turn to 77</link-text>.</choice>
2305 <section class="numbered" id="sect109">
2306 <meta><title>109</title></meta>
2309 <p>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.</p>
2310 <p><quote>We have this enemy beaten,</quote> yells Lanza. <quote>We<ch.apos/>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?</quote></p>
2311 <p><quote>Gladly,</quote> you reply. <quote>For Kai and Ishir, we<ch.apos/>ll send them all to meet their unholy maker!</quote></p>
2312 <choice idref="sect340"><link-text>Turn to 340</link-text>.</choice>
2316 <section class="numbered" id="sect110">
2317 <meta><title>110</title></meta>
2320 <p>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.</p>
2321 <p>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.</p>
2322 <combat><enemy>Ixian Mhagani</enemy><enemy-attribute class="combatskill">38</enemy-attribute><enemy-attribute class="endurance">60</enemy-attribute></combat>
2323 <p>Ignore any <typ class="attribute">ENDURANCE</typ> 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.</p>
2324 <choice idref="sect56">You may evade the combat at any time after the third round by <link-text>turning to 56</link-text>.</choice>
2325 <choice idref="sect16">If you win the fight, <link-text>turn to 16</link-text>.</choice>
2329 <section class="numbered" id="sect111">
2330 <meta><title>111</title></meta>
2333 <p>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.</p>
2334 <p><quote>For Sommerlund and the Kai!</quote> 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.</p>
2335 <combat><enemy>Chaos-horde</enemy><enemy-attribute class="combatskill">43</enemy-attribute><enemy-attribute class="endurance">46</enemy-attribute></combat>
2336 <p>These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.</p>
2337 <choice idref="sect263">If you win the combat, <link-text>turn to 263</link-text>.</choice>
2341 <section class="numbered" id="sect112">
2342 <meta><title>112</title></meta>
2345 <p>The metal door is sheathed with ice and there is no handle visible<ch.emdash/>only a hexagonal-shaped keyhole. You utter the words of the Brotherhood Spell <spell>Lightning Hand</spell> 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.</p>
2346 <p>Use of this spell so soon after recovering consciousness costs you 2 <typ class="attribute">ENDURANCE</typ> points.</p>
2347 <choice idref="sect174">Adjust your <a idref="action">Action Chart</a> accordingly before <link-text>turning to 174</link-text>.</choice>
2351 <section class="numbered" id="sect113">
2352 <meta><title>113</title></meta>
2355 <p>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<ch.emdash/>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.</p>
2356 <p>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.</p>
2357 <p>Pick a number from the <a idref="random">Random Number Table</a>. For every level of Kai rank you have attained above that of Kai Grand Guardian, add 1 to the number you have picked.</p>
2358 <choice idref="sect178">If your total score is now 2 or less, <link-text>turn to 178</link-text>.</choice>
2359 <choice idref="sect47">If it is 3<ch.endash/>6, <link-text>turn to 47</link-text>.</choice>
2360 <choice idref="sect280">If it is 7 or more, <link-text>turn to 280</link-text>.</choice>
2364 <section class="numbered" id="sect114">
2365 <meta><title>114</title></meta>
2368 <p>You pull the firing lever and send the pantard<ch.apos/>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<ch.apos/>s decking. For a few moments the horde falter, but they recover quickly and continue to disembark onto the quay.</p>
2369 <p><quote>It<ch.apos/>s no good!</quote> you shout to Prarg. <quote>We<ch.apos/>ll need more than a pantard to turn back this dark tide.</quote></p>
2370 <p><quote>Look there, Grand Master!</quote> 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.</p>
2371 <p><quote>They must be stopped!</quote> you cry, as you turn and run to the stairs. <quote>Stay here, Prarg, and cover me with the pantard!</quote></p>
2372 <choice idref="sect310"><link-text>Turn to 310</link-text>.</choice>
2376 <section class="numbered" id="sect115">
2377 <meta><title>115</title></meta>
2380 <p>As the insectoids come to within a body<ch.apos/>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<ch.emdash/>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.</p>
2381 <choice idref="sect160">If you possess the Sommerswerd, <link-text>turn to 160</link-text>.</choice>
2382 <choice idref="sect43">If you do not possess this Special Item, <link-text>turn to 43</link-text>.</choice>
2386 <section class="numbered" id="sect116">
2387 <meta><title>116</title></meta>
2390 <p>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.</p>
2391 <choice idref="sect348">If you wish to turn around and swim back towards the jetty, <link-text>turn to 348</link-text>.</choice>
2392 <choice idref="sect21">If you choose to continue swimming towards the shore, <link-text>turn to 21</link-text>.</choice>
2396 <section class="numbered" id="sect117">
2397 <meta><title>117</title></meta>
2400 <p>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<ch.emdash/>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.</p>
2401 <p>Lanza<ch.apos/>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<ch.apos/>s ice-boat. At length, Lanza voices his fears about recent sightings at sea<ch.emdash/>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<ch.apos/>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.</p>
2402 <choice idref="sect39">If you possess the Discipline of Grand Huntmastery and have reached the rank of Sun Lord (or higher), <link-text>turn to 39</link-text>.</choice>
2403 <choice idref="sect61">If you possess Kai-alchemy and wish to use it, <link-text>turn to 61</link-text>.</choice>
2404 <choice idref="sect233">If you do not possess these Disciplines or choose not to use them, <link-text>turn instead to 233</link-text>.</choice>
2408 <section class="numbered" id="sect118">
2409 <meta><title>118</title></meta>
2412 <p>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.</p>
2413 <choice idref="sect186">If you wish to follow the undead when they leave the hold, <link-text>turn to 186</link-text>.</choice>
2414 <choice idref="sect314">If you choose to stay hidden in the hold, <link-text>turn to 314</link-text>.</choice>
2418 <section class="numbered" id="sect119">
2419 <meta><title>119</title></meta>
2422 <p>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.</p>
2423 <choice idref="sect350"><link-text>Turn to 350</link-text>.</choice>
2427 <section class="numbered" id="sect120">
2428 <meta><title>120</title></meta>
2431 <p>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.</p>
2432 <p>Suddenly they become aware of your presence and come scurrying towards you, their tridents raised in readiness to pin you to the wall.</p>
2433 <choice idref="sect287">If you possess a Bow and wish to use it, <link-text>turn to 287</link-text>.</choice>
2434 <choice idref="sect64">If you do not, <link-text>turn to 64</link-text>.</choice>
2438 <section class="numbered" id="sect121">
2439 <meta><title>121</title></meta>
2442 <p>You utter the words of the Brotherhood Spell <spell>Lightning Hand</spell> 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<ch.apos/>s chest, connecting with powerful effect.</p>
2444 <illustration class="float">
2446 <creator>Brian Williams</creator>
2447 <description>The ghastly creature comes leaping at you from the gangplank.</description>
2449 <instance class="html" src="ill7.png" width="386" height="610" mime-type="image/png"/>
2450 <instance class="html-compatible" src="ill7.gif" width="386" height="610" mime-type="image/gif"/>
2451 <instance class="pdf" src="ill7.pdf" width="386" height="610" />
2454 <p>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.</p>
2455 <combat><enemy>Ziog</enemy><enemy-attribute class="combatskill">50</enemy-attribute><enemy-attribute class="endurance">44</enemy-attribute></combat>
2456 <p>This undead creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.</p>
2457 <choice idref="sect228">If you win the combat, <link-text>turn to 228</link-text>.</choice>
2461 <section class="numbered" id="sect122">
2462 <meta><title>122</title></meta>
2465 <p>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.</p>
2466 <p>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.</p>
2467 <choice idref="sect325">If you possess Kai-screen, <link-text>turn to 325</link-text>.</choice>
2468 <choice idref="sect245">If you do not possess this Grand Master Discipline, <link-text>turn to 245</link-text>.</choice>
2472 <section class="numbered" id="sect123">
2473 <meta><title>123</title></meta>
2476 <p>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<ch.apos/>s mind, making him flinch and falter.</p>
2477 <p>Pick a number from the <a idref="random">Random Number Table</a> (count 0 as a 1). Now double the number you have chosen and make a note of the total in the margin of your <a idref="action">Action Chart</a>.</p>
2478 <choice idref="sect45">To continue, <link-text>turn to 45</link-text>.</choice>
2482 <section class="numbered" id="sect124">
2483 <meta><title>124</title></meta>
2486 <p>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<ch.apos/>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.</p>
2487 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess either Grand Huntmastery or Grand Pathsmanship, add 1 to the number you have picked. If you possess <em>both</em> of these Grand Master Disciplines, you may add 3.</p>
2488 <choice idref="sect102">If your total score is now 6 or less, <link-text>turn to 102</link-text>.</choice>
2489 <choice idref="sect85">If it is 7 or more, <link-text>turn to 85</link-text>.</choice>
2493 <section class="numbered" id="sect125">
2494 <meta><title>125</title></meta>
2497 <p>You stagger to your feet and unsheathe your weapon only just in time to defend yourself from their lightning-swift attack.</p>
2498 <combat><enemy>3 Kajarda</enemy><enemy-attribute class="combatskill">48</enemy-attribute><enemy-attribute class="endurance">42</enemy-attribute></combat>
2499 <p>Kajarda are undead. These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.</p>
2500 <choice idref="sect32">If you win this combat in six rounds or less, <link-text>turn to 32</link-text>.</choice>
2501 <choice idref="sect213">If you win the fight in seven rounds or more, <link-text>turn to 213</link-text>.</choice>
2505 <section class="numbered" id="sect126">
2506 <meta><title>126</title></meta>
2509 <p>You hit the floor with a terrific jolt which leaves you gasping for breath: lose 3 <typ class="attribute">ENDURANCE</typ> points.</p>
2510 <choice idref="sect36">If you survive this fall, <link-text>turn to 36</link-text>.</choice>
2514 <section class="numbered" id="sect127">
2515 <meta><title>127</title></meta>
2518 <p>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.</p>
2519 <choice idref="sect198"><link-text>Turn to 198</link-text>.</choice>
2523 <section class="numbered" id="sect128">
2524 <meta><title>128</title></meta>
2527 <p>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.</p>
2528 <p>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 <a idref="action">Action Chart</a> 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.)</p>
2529 <p>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<ch.apos/>s evil plan.</p>
2530 <choice idref="sect200"><link-text>Turn to 200</link-text>.</choice>
2534 <section class="numbered" id="sect129">
2535 <meta><title>129</title></meta>
2538 <p>You regard the captain with an appraising eye. He is tall, towering more than a dagger<ch.apos/>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.</p>
2539 <p><quote>This is Captain Prarg, Grand Master,</quote> says King Sarnac. The captain bows formally before you.</p>
2540 <p><quote>Welcome to Vadera, my lord,</quote> he says. <quote>I am honoured to have been chosen to help your urgent quest.</quote></p>
2541 <choice idref="sect83"><link-text>Turn to 83</link-text>.</choice>
2545 <section class="numbered" id="sect130">
2546 <meta><title>130</title></meta>
2549 <p>The ghoulish creatures shriek with glee as they fall upon you, like starving vultures upon a corpse.</p>
2550 <combat><enemy>3 Cabalah</enemy><enemy-attribute class="combatskill">53</enemy-attribute><enemy-attribute class="endurance">54</enemy-attribute></combat>
2551 <p>These undead creatures are immune to Mindblast, Psi-surge, and Kai-surge.</p>
2552 <choice idref="sect41">You may evade this combat after four rounds by <link-text>turning to 41</link-text>.</choice>
2553 <choice idref="sect293">If you win the fight, <link-text>turn to 293</link-text>.</choice>
2557 <section class="numbered" id="sect131">
2558 <meta><title>131</title></meta>
2561 <p>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.</p>
2562 <p>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.</p>
2563 <p>Pick a number from the <a idref="random">Random Number Table</a>. (In this instance, 0 = 10.)</p>
2564 <p>The number which you have picked is equal to the number of <typ class="attribute">ENDURANCE</typ> points you lose as a result of this massive psychic assault.</p>
2565 <choice idref="sect283">If you survive this attack, <link-text>turn to 283</link-text>.</choice>
2569 <section class="numbered" id="sect132">
2570 <meta><title>132</title></meta>
2573 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
2574 <p>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.</p>
2575 <combat><enemy>Ixian Undead</enemy><enemy-attribute class="combatskill">41</enemy-attribute><enemy-attribute class="endurance">46</enemy-attribute></combat>
2576 <p>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 <typ class="attribute">COMBAT SKILL</typ> by 5 for the duration of this combat.</p>
2577 <choice idref="sect109">If you win this fight, <link-text>turn to 109</link-text>.</choice>
2581 <section class="numbered" id="sect133">
2582 <meta><title>133</title></meta>
2585 <p>During your underwater swim, your higher Kai rank and mastery enables you to use the Brotherhood Spell <spell>Breathe Water</spell>. 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.</p>
2586 <p>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.</p>
2587 <choice idref="sect169"><link-text>Turn to 169</link-text>.</choice>
2591 <section class="numbered" id="sect134">
2592 <meta><title>134</title></meta>
2595 <p>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.</p>
2596 <p>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.</p>
2597 <p>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.</p>
2598 <deadend>Your life and your quest end here in the Tozaz Sea.</deadend>
2602 <section class="numbered" id="sect135">
2603 <meta><title>135</title></meta>
2606 <p>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<ch.emdash/>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<ch.apos/>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.</p>
2607 <p>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.</p>
2608 <choice idref="sect288"><link-text>Turn to 288</link-text>.</choice>
2612 <section class="numbered" id="sect136">
2613 <meta><title>136</title></meta>
2616 <p>You stand at the base of the left-hand pillar and utter the words of the Brotherhood Spell <spell>Levitation</spell>. 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.</p>
2617 <p>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 <typ class="attribute">ENDURANCE</typ> points.</p>
2618 <choice idref="sect273">If you have reached the Kai rank of Sun Thane, <link-text>turn to 273</link-text>.</choice>
2619 <choice idref="sect49">If you have yet to attain this level of Kai Mastery, <link-text>turn to 49</link-text>.</choice>
2623 <section class="numbered" id="sect137">
2624 <meta><title>137</title></meta>
2627 <p>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.</p>
2628 <p>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.</p>
2629 <combat><enemy>Chaos-horde</enemy><enemy-attribute class="combatskill">46</enemy-attribute><enemy-attribute class="endurance">46</enemy-attribute></combat>
2630 <p>Unless you have attained the Kai rank of Sun Lord, you must reduce your <typ class="attribute">COMBAT SKILL</typ> 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.</p>
2631 <choice idref="sect82">If you win the combat, <link-text>turn to 82</link-text>.</choice>
2635 <section class="numbered" id="sect138">
2636 <meta><title>138</title></meta>
2639 <p>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.</p>
2640 <p>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.</p>
2641 <choice idref="sect304">To continue, <link-text>turn to 304</link-text>.</choice>
2645 <section class="numbered" id="sect139">
2646 <meta><title>139</title></meta>
2649 <p>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.</p>
2650 <choice idref="sect217">If you possess the Discipline of Kai-alchemy and wish to use it, <link-text>turn to 217</link-text>.</choice>
2651 <choice idref="sect81">If you possess Magi-magic and wish to use it, <link-text>turn to 81</link-text>.</choice>
2652 <choice idref="sect74">If you possess neither of these Disciplines or choose not to use them, <link-text>turn to 74</link-text>.</choice>