### 165

At the cost of 4 WILLPOWER points, you return to the trance state that has guided you through the swamp. The air is teeming with life: the song of strange birds; the scurrying of furred rodents disturbed by your passing; and the steady hum of insects. Yet, all your attention is focused on the dim and distant future as you steer an eccentric course between the stagnant pools and ponds that are alive with creatures of every imagining.

The humid atmosphere makes every step a labour and you make slow progress. When sunset finally comes, you are still in the swampland, and fatigue forces you to rest for the night. The sheer exertion of walking causes you to lose 1 ENDURANCE point. Urik sights a stretch of dry land and you head towards it, relieved to cease the strain of maintaining your trance. The air is alive with nocturnal insects and, to your dismay, you notice the distinct, vermilion bodies of winged Blood Nymphs.

If you have the Magical Power of Alchemy, turn to 121.

If you do not possess this Power, turn to 28.

Concept copyright © 1985 Joe Dever and Gary Chalk.
Text copyright © 1985 Ian Page.