The Hunger of Sejanoz

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The Hunger of Sejanoz Page 13

by Joe Dever


  If you wish to stop and examine this body, turn to 279.

  If you choose to ignore it and ride on, turn to 134.

  206

  You hear the whistle of a large projectile, and then a deafening explosion tears a hole in the battlements less than 20 yards away to your right. Splinters of stones ricochet off the walls, and one shard grazes your scalp: lose 1 ENDURANCE point.

  To continue, turn to 24.

  207

  In a clearing in the middle of the copse you discover twenty mutilated carcasses. So badly are they damaged that it takes you several seconds to determine that they were once fanji — a breed of swift-footed ruminants that are native to the plains of Southern Magnamund. These creatures have their predators, but none that would make a mound of their remains the like of which confronts you now.

  You are still trying to fathom what has destroyed these fanji when you suddenly hear a noise that makes your blood run cold.

  Turn to 222.

  208

  As you reach the tunnel entrance, Sejanoz turns and hurls a glass sphere that is filled with a volatile yellow fluid. It smashes near your feet and releases a billowing cloud of poisonous gas.

  If you possess Herbmastery and wish to use it, turn to 46.

  If you possess Grand Nexus and wish to use it, turn to 269.

  If you possess Deliverance and wish to use it, turn to 191.

  If you possess none of these skills, or if you choose not to use any of them, turn to 83.

  209

  As you explore this corridor, you hear the sound of voices getting steadily louder. You recognize them to be the voices of the tomb robbers who stole your Kai Weapon. They are gloating over your blade, and you hear one man say that it must be worth more than all the treasures of the graveyard put together. At the end of the corridor you see an arched wooden door, banded with strips of black iron. You peer carefully through its keyhole and see the robbers in the room beyond, silhouetted against the flames of a log fire. With grim determination, you resolve to attack them and recapture your stolen blade.

  If you possess Kai-surge and have reached the rank of Kai Grand Guardian, turn to 254.

  If you possess Assimilance and have reached the rank of Kai Grand Guardian, turn to 136.

  If you possess neither of these skills, have not attained the required rank, or if you should choose not to use them, turn to 71.

  210

  You use your Kai healing skills to heal your wrist (lose 1 ENDURANCE point), and you listen as the bandit tells you that his name is Xango. He also reveals that he is the brother of the renegade bandit Captain Kronar. He has been observing the caravan encampment while his brother, and the rest of his gang, have been preparing an ambush on the forest road, five miles distant. Kronar plans to attack the caravan when it passes this place tomorrow morning.

  ‘Treacherous dog!’ spits Yeng. ‘Death would be too good for you!’

  ‘Hold, sergeant!’ commands Captain Chan. ‘We may have a use for this outlaw yet. Let's hope his brother values his worthless hide more than you do. Chain him up to a carriage wheel 'til morning.’

  To continue, turn to 129.

  211

  You try to steady your nervous horse as you wait for Chan's signal to charge. But before it comes, one of the creatures gives vent to a blood-curdling roar. The sound terrifies your horse and she refuses to move. You are gripped by the sudden fear that if the hulking horrors decide to charge at you, you will be unable to evade them. Quickly you try to think of some way you can prevent this calamity from befalling you and your petrified horse.

  If you possess Elementalism and wish to use it, turn to 31.

  If you possess Kai-alchemy and wish to use it, turn to 299.

  If you possess Magi-magic and wish to use it, turn to 175.

  If you possess none of these skills, or if you choose not to use any of them, turn to 99.

  212

  You project the Old Kingdom power-word Gloar! at the onrushing warrior, and the force of your attack at such close quarters explodes the Guard Captain's chest armour, killing him instantly.

  Turn to 137.

  213

  You insert the tip of the Kirusami beneath the lip of the trapdoor and push down on its haft with all your strength. At first the portal refuses to budge, but you persist until you feel a slight movement.

  Unfortunately, this movement triggers a booby trap that was placed here by a sorcerer, hundreds of years ago, to keep this portal secure. You are momentarily blinded by an explosion of yellowish sparks, and you suffer painful flash burns to your face and hands: lose 3 ENDURANCE points.

  (If you possess Deliverance, you may reduce the damage you have suffered by 1 ENDURANCE point.)

  To continue, turn to 265.

  214

  You speak the words of the Brotherhood Spell Lightning Hand, and let loose a bolt of electrical energy at the enemy signalman. The searing charge strikes his chest and lifts him off his feet. For a few moments he disappears from sight, hidden by the platform; then you see him tumbling to the ground on the far side of the flag-tower.

  To continue, turn to 195.

  215

  Quickly, you speak the words of the Old Kingdom Spell Shield, and move your open hand before your face with a circular motion. Kronar's arrow strikes the shimmering barrier created by your spell and is deflected harmlessly away. Captain Chan flattens himself to the neck of his horse to avoid the other arrow. His swift reflexes save his life, and he escapes the missile's barbed tip with nothing more than a grazed shoulder.

  Turn to 112.

  216

  Painfully you drag yourself to your feet and scramble through the foliage. Chan is close behind you, and both of the angry ice-creatures are now perilously close behind him. As you stagger and stumble headlong through the dense undergrowth, bolts of ice whistle through the branches with spectacular effect.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 228.

  If it is 5–9, turn to 43.

  217

  During the afternoon of the first day out from Rakholi, a thunderstorm breaks overhead and turns the rough trade road into a quagmire. For three hours the caravan is slowed to a walking pace before the torrential rain eases to a fine drizzle. The night camp is pitched on the open plain, and while you are rigging a simple shelter for yourself with rope and a canvas sheet, you hear something that causes you concern. It is the distraught sound of a woman crying. You detect that it is coming from Princess Mitzu's carriage, and you hurry there to investigate what is wrong.

  Turn to 78.

  218

  The blast from the explosion sends you tumbling from the battlements to land, feet first, on the ground below.

  Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9), deduct 2 ENDURANCE points from your current total. If it is even (i.e. 2, 4, 6, 8, or 0), deduct 4 ENDURANCE points.

  If you have survived your wounding, turn to 281.

  219

  You launch a powerful pulse of psychic energy at the creature that is throttling the carriage driver. As your mental attack rips into its vulnerable mind, it releases its cruel grip and crashes headlong onto the highway. Moments later, its vile body is crushed by the pounding hooves of the following horse team.

  Turn to 243.

  220

  You are convinced that an innocent man is being accused of a crime he did not commit. To help find the true culprit, you recite the words of the Brotherhood Spell Sense Evil, and then you look at each of the persons gathered here. Slowly your eyes are drawn to Shavane, and your stomach churns when you feel waves of evil radiating from an amulet that she wears on a chain around her neck. You cannot see the amulet for it is covered by her silk jerkin.

  If you wish to snatch the amulet from her neck, turn to 256.

  If you wish to demand that she reveal it, turn to 117.

  221

&
nbsp; Your mastery of Nexus enables you to remain underwater for several more minutes.

  Pick a number from the Random Number Table (0 = 10). The number you have chosen equals the number of ENDURANCE points you lose before the ceiling begins to rise.

  To continue, turn to 287.

  222

  It is the sound of a sharp hiss through clenched teeth, and it makes your Kai senses scream a warning that you are in deadly danger. Hurriedly you spin around on your heel and find yourself confronted by two hulking creatures that have emerged from the trees. Although hunched over, you can tell that they are both several yards tall. They have muscular truncated legs that end in fearsomely twisted claws, and their bony orange heads have slitted eyes that pulse unnervingly. From between their alien eyes protrudes a beak-like nose, jagged-edged and wickedly sharp.

  With a hideous shriek the creatures are upon you, slashing and stabbing with their terrible claws and beaks. Desperately, you and Chan struggle to unsheathe your weapons as you are forced back in the face of their fearsome onslaught.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 82.

  If it is 5–9, turn to 106.

  223

  You twist away and save yourself from being impaled by the warrior's deadly stave. Its tip bites into the stone floor and discharges a powerful bolt of electricity, jolting the weapon out of his hands. The Guard Captain curses you as he staggers backwards with traceries of electrical fire dancing around his forearms. Upon the instant that this power dissipates, he reaches for his trusty battle-axe that is hanging by a loop from his gem-encrusted belt.

  To continue, turn to 50.

  224

  Hurriedly you dismount and unsheathe your Kai Weapon in time to counter an attack from the other two horrors.

  Chagarashi: COMBAT SKILL 44 ENDURANCE 40

  You may add 1 to your COMBAT SKILL for the duration of this combat as Sergeant Yeng is fighting the same enemy.

  If you win this combat, turn to 295.

  225

  You draw your Kai Weapon but, as you raise it in readiness to defend yourself, a heavy silver orb comes hurtling through the air and strikes your forearm. Numbed by the unexpected force of its impact, you drop your Kai Weapon and cradle your aching limb to your chest. Seconds later, one of the tomb robbers comes leaping over the gravestone and drags you to the ground. You grapple with him and wrest a dagger from his hand, but in the blink of an eye he draws another from his boot and attempts to stab you through the heart.

  Tomb Robber: COMBAT SKILL 30 ENDURANCE 35

  You must fight this combat without your Kai Weapon.

  If you win this combat, turn to 139.

  226

  The searing flames engulf your vision, and suddenly you feel yourself tumbling backwards into a deep, dark abyss. An enemy shell has exploded in front of your position and you have caught the full force of the blast.

  Mercifully, your death is painless and instantaneous, but your life and your mission end here in Fort Vlau.

  227

  You are awoken shortly before dawn by a shrill cock's crow. You rise swiftly, gather up your equipment, and then hurry to the courtyard where you meet with Captain Chan outside the stable door. Some of his troopers are busy replenishing the caravan's stores of food and fresh water, and others are preparing the horse teams for the long road ahead. Madame Omaki's servants are also in attendance, bearing wooden platters stacked with food. You and Chan help yourselves to this delicious breakfast fare as you discuss the journey that lies ahead. The sky is clear and Chan is confident that you shall make good progress, just so long as you do not run foul of Bhanarian scouts. (There is a surplus of food, enough for 2 Meals. Remember to adjust your Action Chart accordingly if you decide to take any.)

  As planned, within an hour of daybreak, the caravan is on the road once more. You depart from Javai by way of its east gate, and begin the four-day journey to your next destination — the tented city of Rakholi.

  Pick a number from the Random Number Table.

  If the number you have chosen is 0–4, turn to 194.

  If it is 5–9, turn to 88.

  228

  One of the ice missiles severs a bough directly above your head. You hesitate for a moment, and when you look up, you are shocked to see that the branch is tumbling directly towards your face.

  If you possess Kai-alchemy and wish to use it, turn to 193.

  If you do not possess this skill, or if you choose not to use it, turn to 91.

  229

  Night is drawing its veil across the sky when you enter the great tented city of Rakholi. This vast nomadic settlement nestles upon a rich flood plain which supplies excellent feed for the horses of this region. Horses are a way of life for the nomads, and Rakholi is where they come to conduct their business.

  Your Lissanian escorts deliver you into the tented encampment of their leader, the illustrious Gavhan Bazan. The Khea-khan and his family remain aboard their carriages while you and Captain Chan make sure that a safe and friendly reception awaits them. Inside the main tent you discover a wondrous sight. The nomad chief sits atop a nest of cushions surrounded by jugglers, acrobats, capering dwarves, and a host of exotic dancing girls. Pots of incense smoke before him, and there are platters of food and fine wine in abundance.

  The bearded Bazan greets you with a flamboyant gesture of his arms, and he enquires hurriedly as to the nature of your cargo. He is eager to trade. Chan's reply is evasive, and you sense that he does not entirely trust the nomad chief. The captain looks to you and whispers under his breath: ‘Can you tell if this man is worthy of our trust, Grand Master?’

  Illustration XV—The nomad chief sits atop a nest of cushions, surrounded by his exotic entourage.

  If you possess Astrology and have attained the rank of Sun Thane, turn to 159.

  If you possess Kai-alchemy and wish to use it, turn to 245.

  If you possess neither of these skills, or have yet to attain the required rank, or if you choose not to use either of them, turn instead to 257.

  230

  Using a mild psychic attack, you penetrate Trooper Yankin's mind and repeatedly question him about the incident. Despite the pressure of your mental probe, he repeats exactly what he has already told Chan and the others. Your suspicions are soon confirmed — this man is speaking the truth. He did not put the viper in Prince Kamada's cot.

  Turn to 67.

  231

  You call upon your mastery of the psychic skills to create a Mindblast which you direct into the core of the prisoner's brain. The bandit shudders as your mental probe breaks open his defences, and slowly he begins to talk.

  Turn to 51.

  232

  A third bolt of energy rips into the nearby wall, showering you with shards of rock. Fortunately you escape injury.

  To continue, turn to 100.

  233

  You recite the words of the advanced Brotherhood Spell Strength, and feel waves of energy coursing through your veins. The edge of the concealed trapdoor is difficult to grasp, and so you are forced to look for something you possess that may be used to lever this portal open.

  If you possess a Kirusami (Chai Spear) and wish to use it, turn to 213.

  If you decide to use your Kai Weapon, turn to 138.

  234

  Your mastery of the Kai Disciplines makes it very easy for you to win at cards. Pick a number from the Random Number Table (0 = 10). Now multiply this number by 10. The total is equivalent to the number of Ren you win before the horse traders decide that you are simply too good a player, and they ask you to leave.

  If you now wish to return to Bazan's encampment, turn to 268.

  If you decide to explore another part of Rakholi, turn to 124.

  235

  You shudder with dread when you look upon the ghastly hulking forms of the two creatures standing before you now. At first glance they seem to resemble the Baknars that roam the frozen w
astes of Kalte, with their thick white fur and ridged horns. But you sense that these creatures are not of any natural origin, but are born of vile sorcery. Their eyes glow with a malevolent light and they exhale plumes of icy breath that freeze everything they touch.

  You look east along the highway for a way to escape from these beasts, but when you magnify your vision, you see that the road is blocked by a great hill of snow and ice. The surrounding pines are too dense to attempt swift escape on horseback, and you slowly begin to realize that these creatures have you trapped.

  Chan draws his kirusami and levels it at the ice-beasts. ‘Let's run these cold-hearts down!’ he shouts, with great bravado. ‘One swift charge and we'll be out of this frigid woodland before they know what's hit them.’

  If you agree to Chan's plan of action, turn to 211.

  If you disagree with his plan, turn to 146.

  236

  The enemy command post is lightly manned. The Bhanarian officer has committed most of his troops to the attack, leaving his tent and flag-tower vulnerable to a raid. You volunteer to attempt such a raid, for if you are able to seize control of the flag-tower you could signal the enemy to withdraw from the fort. Your bold plan meets with Chan's approval. If it succeeds, he will be ready with the caravan to make a run for Fort Vlau.

 

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