ordered that they should be the first to die.
It would have been better for the Zakhan, and for Vassagonia, if he himself had died that day. He lived for another two years, but his mind was unhinged by guilt, and he was tortured by self-loathing and despair. In the Grand Palace, the silence of the night was frequently broken by the Zakhan's moans and cries, as he wandered from room to room looking for his daughters. When he died, he was laid beside them, here, in the Tomb of the Princesses.
From where you stand, you can see two entrances to the Grand Palace; a spike-topped gate in the north wall, and an arch in the west wall, blocked by an iron portcullis. The palace is usually heavily guarded, but there are very few guards today; most are searching for you in the city.
If you wish to approach the north gate, turn to 126 .
If you wish to approach the west arch, turn to 79 .
If you wish to search for some other way of entering the Grand Palace, turn to 49 .
161
You are very lucky that your enemy was only trying to knock you unconscious. Restore half the ENDURANCE points you lost in combat.
Turn to 69 .
162
You pull yourself into the left chimney and pause to catch your breath. The scalding steam hurts your lungs, and every move becomes a tremendous strain, for your hands and feet are now swollen and sore. Lose 1 ENDURANCE point before continuing your climb.
You hook your fingers into a jagged crack in the wall of the sweltering chimney and try to draw yourself upwards. Suddenly, a wave of fear engulfs you — something is crawling up your forearm. You have disturbed a nest of loathsome arachnids.
Steamspiders: COMBAT SKILL 10 ENDURANCE 35
These creatures are immune to Mindblast. If you have lost the use of one arm, you cannot fight these biting horrors, for you will inevitably slip and fall into the tar-sorkh . Pick a number from the Random Number Table . This represents the number of ENDURANCE points that you lose (0 = 10) as you climb past the Steamspiders' nest.
Illustration X —Suddenly a wave of fear engulfs you as something crawls up your forearm.
If you are still alive after climbing past the nest, or if you fight the Steamspiders and win, turn to 114 .
166
You knead your numb arm in an effort to massage some life back into it, but it is useless; the muscles are limp and nerveless. The only consolation is that it is not your weapon arm, but as long as you are suffering from this disease, you cannot use a shield of any sort. Deduct 3 points from your COMBAT SKILL — the lost points may be recovered if ever you should regain the use of your arm.
You turn your attention to your surroundings in an effort to find some way of escape from the nightmarish sewer. The passage ahead winds and curves like a giant snake, and the foul air that drifts towards you is hot and humid. You have shaken off your pursuers, but you now have the problem of your arm to solve.
Turn to 55 .
167
You pass through the door and hurry into the welcoming cool of the room beyond. You notice a large drawbar on this side of the door and instinctively lock it to delay any would-be pursuers. The room is empty, save for some clothing draped over the back of a wrought-iron chair. Judging by the size and cut of the material, the clothes must belong to the armourer.
You can hear noises echoing from a passage to the east; the voices of hungry guards and the distinctive clatter of plates.
You climb a wide stairway and follow a network of passages towards the west. They are lined with alcoves that contain marble busts and beautiful tapestries, each depicting a past Zakhan or a long-forgotten battle.
If you have the Kai Discipline of Sixth Sense, turn to 105 .
If you do not possess this skill, turn to 158 .
170
The combined mastery of these Kai Disciplines enables you to slip past the guards undetected. By the time they resume their correct guard positions, you have safely made your way into the palace gardens.
Turn to 137
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