As you reach out for the shield, a wild, horrific screaming fills the cavern and you see a creature forming in its silvery metallic surface: it's a screaming, slashing woman with four arms and four heads. You smash your sword into the shield in an attempt to stop her getting through but only succeeding in denting it. Soon the form is complete and her long nails are slashing at you, barely missing your face, before you realize that she has materialized into the treasure chamber. If Istu is with you, multiply his number by 10, then turn to the paragraph with that number. Otherwise, you must fight the Mirror Demon. She is too close for you to use your bow, so you attack her with your sword.
MIRROR DEMON SKILL 8 STAMINA 10
If she wins an Attack Round, turn immediately to 6. If you defeat her, turn to 70.
This time, we have help!
The Mirror Demon comes to a halt and looks in the direction of your Veiled Guardian; being a Demon herself, she can see him. "Istu," she says, "free yourself from the bondage of this himan and side with me. After all we are both Demons; this pathetic creature is but a mortal."
Istu laughs. "You cannot tempt me, Lix Tetrax. You must know that my servive to this human is the final stage of my release from the Ivory Cube. Once my earthly form has been destroyed in honest service, my exile will be over." He leaps at her, talons flashing.
MIRROR DEMON SKILL 8 STAMINA 10
You decide to stand well back and await the outcome. Play out the battle between Lix Tetrax and Istu, remembering to deduct points from Istu's STAMINA since he is in direct combat. If Istu wins, turn to 70. If the Mirror Demon wins, you will have to finish her off. If she wins an Attack Round against you, turn immediately to 6. If you destroy her, turn to 70.
I wish the text had made it clear whether or not Istu still takes the default 3-STAMINA loss for this fight, which he's supposed to do for "each fight he takes part in". My interpretation is that he does, but only after the fight is over, so he still has 15 for the duration of it.
COMBAT LOG:
Mirror Demon 11, Istu 22. MD is at 8.
MD 12, Istu 18. MD is at 6.
MD 15, Istu 23. MD is at 4.
MD 19, Istu 20. MD is at 2.
MD 19, Istu 20. MD is defeated.
Istu gets a flawless win and emerges with STAMINA at 12.
As your final blow hits the Mirror Demon, a network of cracks appears on her face and body. With an ear-splitting crash, she shatters into a million pieces of glass. The shield from which she emerged falls to the floor and shatters, revealing a narrow tunnel sloping upwards. As the noise of breaking glass dies down, another takes its place: a deep rumbling sound. Realizing that the whole place is beginning to break up, you clamber into the tunnel and set off on all fours for the surface. After a few metres, the tunnel ends at a stone slab in the ceiling. You push, but it won't budge. Then you remember the Sign of Summoning; you tap the slab three times with your sword and it slides open. All that stands between you and freedom are a few centimetres of soil and grass roots and you break through easily. As you drag yourself out on to the top of the mound, an icy wind springs up, and the ground begins to shake. You leap off the mount just as the entire crypt caves in. Khornu's tomb is sealed forever.
It is the middle of the night. You are very tired and a little stiff from the cold, so you make camp at the base of the mound and settle down to sleep.
Later the next day (regain 1 STAMINA point and tick off the next day on your Adventure Sheet), you wake up, hardly refreshed at all. You have dreamt of Colrhyn, and now you are sure he is in some kind of danger, so you decide to travel north as quickly as possible. The Forest is as dark and as cold as ever but, as you march further north, the Giant Spider webs get fewer and further between. Towards the end of the day, you arrive at the second rope-bridge and set up a camp near by. The site is often used by traders and, even though the Forest is becoming darker, it still seems safe.
The morning arrives (regain 2 STAMINA points and tick off the next day on your Adventure Sheet), and you feel refreshed by your sleep on a soft bed of trampled ferns. This time you didn't dream - perhaps the dream of last night were just some sort of strange after-effect of Khornu's tomb, and not a true warning at all. Will you now continue along the trail or follow the river?
We've been to this section before, and we know following the river takes us to Sardath, but do note that we're at Earthday this time, so we won't be triggering the same event there.
Which way do we go this time?
Adventure Sheet:
[spoiler]Name: Quincey Stridemoore
SKILL 12/12
STAMINA 15/15
LUCK 10/10
Equipment: Sword, leather armour, bow, quiver, Council Signet Ring, 1: Dried Chameleonite Blood, 2: Condensed Mist from the Mithrir Forest, 7: Pickled Whole Shapechanger Brain, Four-leaf Clover, Sleeping Draught, Potion of Fortune, Mystery Potion X (turn to 96 when used as an arrow), Seven-coiled Snake Ring, Brain Slayer Amulet (symbol 'IX' carved on its back, -2 SKILL when worn)
Arrows: 5
Bundles of Herbs: 7
Gold: 6 GP
Companions: Istu (SKILL 12, STAMINA 12, can fight alongside us in combat, does not take damage from opponents, but lose 3 STAMINA per use)
Day of the Week:
Stormsday (3/3 extra lives remaining)
Moonsday (2/3 extra lives remaining)
Fireday (3/3 extra lives remaining)
Earthday (3/3 extra lives remaining)
Windsday (3/3 extra lives remaining)
Seaday (3/3 extra lives remaining)
Highday (3/3 extra lives remaining)
[/spoiler]