If you manage to destroy all four bracelets before the creature is dead, turn to
736
. If you defeat Ghoulash first, then turn to
702
. If you are defeated, turn to
732
.
721
To the east, a black fog has drifted in, twisting and swirling around the jagged peaks of stone. From this unnatural fog, you can see ghostly bodies slipping free, their hands
stretching out to form demonic claws.
Klaret faces them without fear, his staff spinning in his hands as he cuts them down in a fiery display of explosive magic.
You must now fight the following battle between Klaret and the shades:
Special abilities
Grave chill: The shades automatically inflict 2 damage to their current opponent at the end of every combat
round, ignoring
armour.
Fire storm: If Klaret rolls a
when rolling for
his damage score, he unleashes a firestorm. This allows him to add an extra 10 points of damage to his score.
Field medic: If you are a medic, you can cast
mend
on Klaret once during his combat. You may still use
this ability on yourself, if you engage in combat afterwards (see below).
If Klaret falls in battle, you must take his place, fighting the shades with the
health
they have remaining. If you defeat the shades, turn to
653
. If you are
defeated, turn to
661
.
722
Bones snap and splinter as the immense giant is brought toppling to the ground. You may now help yourself to one of the following rewards:
Pain in chains | Shield of bones | Razor fists |
(main hand: morning star) | (left hand: shield) | (gloves) |
+2 speed +4 brawn | +4 brawn +2 armour | +1 brawn +3 armour |
Ability: | Ability: | Ability: |
(requirement: warrior) |
You look over to see how the others are faring. Mathis’ opponent is already a smoking heap of dust and bone. His sword blade is now turned on Ravenwing’s giant.
Together they bring it down, at the same moment as Redguard fells his own opponent, severing its spine and sending its over-sized skull spiralling across the battlefield. Turn to
728
.
723
You feel a wash of warmth spilling through your body, knitting your wounds and broken bones together. With a gasp, you awaken, coughing and gasping for air. Lansbury is kneeling
at your side, rubbing the palms of her hands, which still sparkle with magic.
All around you are the charred, smoking remains of the undead.
‘What . . . happened?’ you manage to croak.
‘I’m afraid you missed all the fun,’ smiles Lansbury, helping you to your feet. She points to the statue atop the hill. You notice that it is now glowing with a white
radiance.
‘The statue did this?’ you ask, looking around at the devastation. You can see piles of smoking bones that were once giants, tattered remains of a flock of bone wyverns, even a whole
pack of ghouls, their bodies thrown like rag dolls across the hilltop.
‘I told you it was a weapon,’ beams Lansbury, patting the side of the statue. ‘Any undead that comes near it . . . boom!’
As your attention shifts back to the wasteland, you see a few surviving necromancers making a run for cover. ‘They will be back,’ you sigh, heavily.
Lansbury shakes her head. ‘I doubt it. This angel will guard the hill and destroy anything that comes within reach. Even if the necromancers try and deactivate it, they will find a few
little surprises of my own.’ She gives you a mischievous wink. ‘Come on, I expect Redguard and Mathis will want to know what just happened.’ Turn to
715
.
724
You find a purse containing 50 gold crowns. You may also choose one of the following rewards:
Pot of mending (1 use) | | Band of elements | | Budak’s signet |
(backpack) | | (ring) | | (ring) |
Use any time in combat | | +2 magic | | +1 brawn +1 magic |
to restore 12 | | Ability: | | Ability: |
You step over the remains of the shadowy assassin and head back into the fray. Turn to
747
.
725
The high walls of the chamber are covered in shelves and racks, containing a dazzling array of armour and weapons. A statue of the Dour king dominates the centre of the room,
its cold eyes and cruel smile making the hairs on the back of your neck prickle. You almost feel as though this ancient warden is watching you, his expression one of scornful amusement at your
efforts to steal his prized treasures.
Wrenching your gaze from the statue, you turn instead to the king’s impressive armoury. You notice that some of the weapons have started to glow with a dull reddish light. As you watch,
they suddenly lift themselves off their racks and begin to float towards you. In alarm, you realise that these must be the magical guardians of this place. The weapons slice and cut through the
air, forming a deadly maelstrom of pointed steel:
Special abilities
If you manage to defeat the king’s animated armoury, turn to
561
.