If you manage to defeat Acheron turn to
738
. If you are defeated (or reach the end of your twentieth combat round), then the wind demon has outrun you. Restore your
health
and abilities, then return to
630
if you wish to tackle the challenge again.
713
As you light the last candle, the ground begins to tremble and shake beneath your feet. You quickly back away from the scorched markings, tugging your weapon free.
Then you hear the sound of crumbling earth. The pumpkin head has started to rise up off the ground, supported on a pair of dirt-covered shoulders. In horror, you realise that the creature is
struggling to free itself, dragging first one arm and then the other out of the soil. Its long clawed fingers rake the earth as it crawls forward, slowly pulling the rest of its skeletal body free
from the mound.
The creature kneels and then stands, clods of sodden earth falling from its dark bones. For a moment, it regards you thoughtfully, wobbling on bony heels. Then with a sudden lurch, the pumpkin
staggers towards you, flames billowing from its jagged mouth. You must fight:
If you manage to defeat this magical guardian, turn to
201
.
714
With the mighty black panther defeated, you may now help yourself to one of the following rewards:
Cape of the savage | Bad tooth | Waxen wilds |
(cloak) | (ring) | (gloves) |
+1 speed +2 magic | +2 magic | +1 speed +2 magic |
Ability: | Ability: | Ability: |
You may also take
Gheira’s paw
, as proof of your victory (make a note of this on your hero sheet, it does not take up backpack space). If you have the
glaive of souls
equipped, turn to
663
. Otherwise, return to the quest
map
to continue your adventure.
715
Entering the ziggurat is like stepping into another world. After the heat and humidity of the jungle, you find the air here is cold and dusty – the quiet solemnity
reminding you of being inside a church. The four sheer walls slope upwards towards a point of light high above, suggesting that the entire ziggurat is a hollow structure. Torches spit magical
flames from rusted iron braziers; one set at each corner of the room. You wonder how long those flames have been lit – and to what purpose. This city is thousands of years old, a cursed ruin
left to crumble away. No one lives here anymore, except for the forsaken souls shambling amongst the debris.
And yet, this place still feels alive. Perhaps the Lamuri are not yet ready to be forgotten.
The building’s vast age – its alien nature – is evident all around you. On every slab of rock there are hundreds of intricate carvings.
The script makes little sense to you, a combination of runic symbols and pictures, possibly recording events or the beliefs of a lost people.
Across from the entrance a flight of stairs leads up to a raised platform, where a pair of bronze doors are set into the wall. Four figures stand sentinel at the foot of the stairs, their
postures rigid, their eyes unmoving. Unlike the statues outside, these appear to be undead. Their bodies are rotted to bone, but their burnished breastplates and golden facemasks still shine as if
they were forged yesterday. Each of the four warriors, who appear female from their gold-banded skirts, is holding a sword and shield to her chest.
Against the right-hand wall a sloping ledge rises up to an open doorway, leading back out into bright sunlight.
Will you:
Approach the stairs? — |
Leave via the side exit? — |
716
For defeating Erkil, you may now help yourself to one of the following special items:
Titan-forged hauberk | Garm’s whistle | Cornerstone boots |
(chest) | (necklace) | (feet) |
+2 speed +3 armour | +1 speed +1 magic | +2 speed +2 armour |
Ability: | Ability: | Ability: |
If you are
hexed
then you have gained an extra reward, turn to
803
. Otherwise, return to the quest
map
to continue your journey.
717
The succubus is a powerful adversary, blasting you with her dark magics while her mind-numbing powers sap at your strength. The onslaught is endless, forcing you to lose ground
to the witch’s fury.
‘You cannot defeat me!’ snarls the voice in your ears. ‘This marsh is mine!’
Then, when all seems lost, you find some hidden reserve of strength – a bitter fury that floods through your body, helping you to shrug off her debilitating spells. The witch senses this
change, pausing in her attack.
‘Demon blood!’ the voice whispers.
Then you fly forward, driving your weapons into her tattered robes. There is a deafening shriek as a black wind pours out of the wound, blowing you backwards. You tumble over onto your stomach,
looking up in time to see the creature’s mildewed robes flutter to the ground. There is no sign of a body, only a thin maggot-like worm, dragging itself across the stones. You clamber to your
feet, marching forward to drive your weapons into its weakened form. There is a piercing, eldritch screech. Then there is silence . . .
At last the succubus’ power has been broken – and the marsh is now safe for the Shara Khana to cross. However, it feels a hollow victory, knowing that your tigris companions gave
their lives to achieve this end. Turn to
748
.
718
The raft is buffeted through the chaotic tumult, but somehow you manage to keep it on course, avoiding the majority of the obstacles flung your way. Finally the river starts to
slow, until you find yourself paddling through calmer waters, the thick forest rolling by on either side.
You start to relax, settling into a calm rhythm of strokes – until you spot the pair of yellow eyes glittering above the waterline. You draw in your paddle, leaving the raft to glide
closer – hoping that you can pass unharmed. But as you near, the eyes dip below the surface. A dark shadow flows quickly beneath your craft. A heartbeat. Then there is a thunderous crash as
something drives up underneath you, smashing through the raft and sending you tumbling into the water. For several seconds, you are blinded by air bubbles, then you see the huge reptilian body
whipping towards you – its long jaws open wide. It is time to fight:
Special abilities
Death roll: If the alligator rolls a
for its damage
score, it goes into a death roll – spinning you wildly around in its powerful jaws. The alligator may roll another die to add further damage. If a
is rolled again, it may roll another dice – and so on.
Drowning: At the end of every combat round you must automatically lose 2
health
.
If you manage to overcome this powerful predator, turn to
742
.
719
After brushing ink over the bronze plates, you lower them onto the paper. When you lift up the cross-piece, you are pleased to see that the parchment is now marked with your
chosen sigils. Your book is almost complete; all that remains is to bind the loose pages. If you wish to choose a
binding of black iron
, turn to
806
. If you
would prefer to choose a
binding of drake scales
, turn to
876
.