continue, turn to 62 .
155
You lash out at the Krorn with the toe of your boot and strike it a glancing blow to the side of its head. The creature utters a guttural cry and staggers backwards into the chamber, clutching its bruised head with its ham-like fists. You force yourself through the narrow aperture and jump down into the chamber, but the moment your feet hit the flagstones you hear a high-pitched squeak somewhere above your head. You glance up and a shadowy blur flashes before your eyes. It is followed almost immediately by a sharp stabbing pain that runs all the way from your neck to your stomach. Something small and furry has attached itself to the flesh beneath your jaw, and it is feeding hungrily on your blood.
Instinctively you take hold of the creature with both hands and crush it in a vice-like grip. You hear its bones crack and you feel it go limp, and then you detach it carefully from your neck and hurl its lifeless body to the floor. A sudden wave of nausea wells up in the pit of your stomach and you feel your punctured neck begin to swell alarmingly. Your Magnakai Discipline of Curing slows the effect of the creature's venom, but you have been gravely weakened by this unexpected attack and you feel barely able to remain standing.
The Krorn recovers its senses and snatches a halberd from a rack on the wall. It bellows angrily and slashes at your chest with this rusty polearm. The tip of the halberd slices through your tunic and gouges a furrow of skin from your chest: lose 3 ENDURANCE points.
To continue, turn to 321 .
157
Mortally wounded by your blows, the Kraan emits a gurgling cry and crashes to the ground. As it shudders in the grip of its death-throes, its broken wings churn the debris that besmears the floor and it splatters you with the foul-smelling ordure. Hurriedly you retreat from the dying Kraan and sheathe your Kai Weapon as you make your way across the hall towards the arched stairwell.
Turn to 209 .
160
Cautiously you approach the open archway and peer around its stone jamb. Beyond the tower entrance you can see a flagstoned plaza that is adjacent to the main gate. Here you see Hammerland bandits drawing pails of dirty grey water from a well by the south perimeter wall, and a dozen hungry Giaks squabbling over the gangrenous remains of a wolfhound carcass.
You scan the streets of this grim city-fortress and note that there are no individual dwellings here. The buildings of Gazad Helkona are grouped into four vast hexagonal blockhouse complexes, each topped by a cluster of minarets and spires. They are connected to one another by bridges that span the wide avenues between. At the centre of the stronghold is a massive octagonal citadel. A broad ramp leads to its portcullised gate which is guarded by a troop of fifty armoured sentries. As you observe the citadel, you sense a powerful concentration of evil lurking somewhere within its jet-black walls. Its highest level is dominated by a domed observatory which emits a pulsating crimson light. Your Sixth Sense tells you that Lone Wolf is being held captive somewhere within this edifice, and it hardens your resolve to rescue him.
Quickly you determine that the citadel gate is too heavily defended for you to dare risk entering by such a direct route. Instead, you resolve to get into this stronghold by one of the bridges that connect it to the surrounding blockhouse complexes. The nearest blockhouse is little more than 100 yards from the tower archway, and you can see two possible ways to enter. Iron doors are set flush into the wall of this rust-streaked edifice; one to the left of the archway, and one to the right.
If you wish to investigate the left door, turn to 263 .
If you choose to investigate the right door, turn to 306 .
164
You draw upon your advanced mental Disciplines to shut out the noise of this powerful psychic assault. Your swift and skilful response to this attack saves you from sustaining a paralysing injury: lose 1