The Legacy of Vashna

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The Legacy of Vashna Page 8

by Joe Dever


  If you wish to launch a surprise attack on the brigand leader, turn to 14.

  If you wish to creep forward and attempt to take him hostage, turn to 291.

  99

  The Jackals are gaining too quickly for you to outrun them; your only hope now is to fight them off. You rein your exhausted horse to a halt and slip out of the saddle, drawing your weapon as you touch the ground. The Jackals spread out and surround you, howling maniacally as they savour the scent of your frightened horse. Then, as if responding to a silent signal, they slink forward to tighten the circle. Your horse rears up and tries to pull away, his hooves flailing the air perilously close to your skull.

  As the first of the Jackals makes its attack, you find yourself struggling to hold on to the reins with one hand and fight the Jackals off with the other.

  Vorndarol Jackals: COMBAT SKILL 42 ENDURANCE 38

  Unless you possess Grand Weaponmastery and have reached the rank of Sun Knight or higher, you must reduce your COMBAT SKILL by 5 for the duration of this combat.

  You may evade combat after four rounds by turning to 222.

  If you win this fight, turn to 347.

  100

  You follow the President into the chamber, your footsteps echoing as you walk across the mosaic marble floor. At the far end of the room a wiry wolfhound lies snoozing in front of a log fire which is crackling in an iron grate. The flames illuminate the chamber with a warm glow, casting flickering shadows across countless shelves stacked with thick rolls of parchment and papyrus. At the centre there stands a large table heaped with sand. The sand has been shaped to depict the topography of Magador, its towns, cities, mountains, hills, and rivers. The attention to detail is most impressive.

  ‘Somewhere, here, I fear there is a great evil at work,’ says Kadharian, pointing to a section of the table which depicts the territory north of Lake Vorndarol, an area uncomfortably close to the deep furrow which represents the Maakengorge.

  ‘Three moons ago, the lakeside hamlet of Vorn was reportedly destroyed by an unnatural storm, the first of many that have continuously swept the region. I dispatched a troop of my guards to investigate but they never returned. Since then, a second troop has also disappeared without trace.’

  ‘But what makes you think that a plot to resurrect Vashna is afoot?’ you reply, trying not to sound overly sceptical. ‘With due respect, President, this is a notorious region infested with renegades and brigands. There may be a far simpler explanation for the destruction of Vorn and the disappearance of your troops.’

  ‘Aye, 'tis so,’ retorts Kadharian. ‘At first, I too made the same assumption. But then I came into the possession of something which made me believe otherwise.’

  From a leather pouch hanging from his sword belt, Kadharian takes an item which is neatly wrapped in a square of patterned silk.

  ‘Here, Grand Master,’ he says, offering it to you, ‘I'll let you draw your own conclusions from this.’

  Turn to 133.

  101

  You are so stunned by the image of your dead brother's face that your mind enters a deep state of psychic shock: lose 8 ENDURANCE points.

  If you survive the effects of this trauma, turn to 195.

  102

  You sense that you are not alone; you can feel the presence of another living creature close by. Silently you draw your weapon and set off on foot to investigate. Your Kai senses lead you directly to a derelict hut on the perimeter of this ancient settlement. You call out, demanding whoever is inside to show himself, but there is no reply. You repeat your demand but again it goes unanswered. With weapon raised you rush in through the door, expecting to have to fight a skulking brigand or an Acolyte of Vashna, but you find neither. You are confronted instead by something wholly unexpected.

  Turn to 47.

  103

  You draw on your Kai Mastery to conjure up a dense fog to surround you, in the hope that it will hamper the attacking horde. However, the Vortexi are psychic creatures who actively seek out their prey by the strength of their mind waves. Your Discipline disrupts this homing process to some extent, but there are still many among the phantom horde who sense accurately where you are. When they attack, you are forced to defend yourself vigorously.

  Vortexi: COMBAT SKILL 44 ENDURANCE 30

  For every level of Kai rank you have attained above that of Kai Grand Guardian, you may add 2 to your COMBAT SKILL for the duration of this fight. If you possess the Sommerswerd, restore 5 points to your ENDURANCE score.

  If you win the combat, turn to 46.

  104

  You dig your heels into Bracer's flanks and gallop along the track, steering him away from the rocky ledge and the onrushing wall of water which threatens to drown you both. Helped by your Kai Mastery, you make him leave the track and ascend a difficult slope that leads to higher ground. He obeys your command and, with barely seconds to spare, you avoid being caught by the flood as it careers along the gully.

  The remaining few hours before sunrise are spent on a tiny island of rock, waiting for the flood waters to subside. It is a long and uncomfortable wait: lose 2 ENDURANCE points.

  Turn to 12.

  105

  The journey to Helgor takes you south to the City-state of Casiorn, and then west to the Lyrisian capital of Varetta — a road you once travelled several years ago during your Magnakai quest. In the main, your ride is peaceably uneventful. By choice you keep to yourself and avoid staying too long in any one place. It is not until you reach Vakovar that the uncertain politics of this region give cause for concern. This squalid, lawless city is home to some of the Stornlands' most notorious criminals and robber-barons. It is common knowledge that travellers who value their wealth and health wisely avoid Vakovar whenever possible. Forewarned by these rumours you choose not to dwell here, but ride swiftly through the city and press on to Helgor. Yet while you are within the city walls of Vakovar no less than a dozen separate attempts are made to relieve you of your money pouch and horse. There are no witnesses to these attacks, which is just as well, for when you ride out of Vakovar you leave a score of dead robbers littering the cobblestones.

  It is early evening when you eventually crest a hill and catch your first disappointing glimpse of Helgor. It is a damp and unwholesome-looking city, ringed by a rampart of mouldering rubble, the remains of a curtain wall which was destroyed during the war against the Darklords. Through the many gaps in this rampart you can see the thick fog that swirls through Helgor's brick streets and crooked, filthy alleys. At first sight it seems that the Magadorian capital is little more than a beggar-city, a vast hotchpotch of slums and hovels, but as you ride nearer you notice several grand towers piercing the rolling grey mist.

  The main approach to Helgor is patrolled by presidential guards, heavily armed with crossbows and spears, who are checking everyone attempting to enter by road. They are dressed in flamboyant tunics of green, scarlet, and black calf hide, which seem too lavish for the garrison of such a squalid city. When asked your business, you show them the scroll given to you by Rimoah. They are impressed by the invitation and insist that an armed escort be provided to take you directly to the President's palace. After your experience at Vakovar you welcome their offer.

  Despite the overwhelming squalor of Helgor's dingy tenements and streets, you were expecting the President's palace to be the exception. To your disappointment, it turns out to be little more than a fortified chateau situated at the centre of the city, atop a hill known as the Vanagrom Knoll. You are welcomed into the palace's senate hall by an official called Stepona, a dour man who looks older than his thirty years. He sees to it that your horse is stabled, and that you are given refreshments while you await your audience with the President. An hour passes before the doors to the senate hall swing open and, without formal announcement, in strides President Kadharian of Magador.

  If you have ever visited the city of Aarnak in a previous Lone Wolf adventure, turn to 315.

  If you have never been to
Aarnak, turn to 202.

  106

  You draw on your psychic defences to keep you hidden from this creature. You cannot see it in the dense fog but you can hear it swooping down, and you are nearly flattened by the draught of its mighty wings as it roars past close overhead.

  As first it seems to be going away into the distance, but then you sense it turn about and come gliding back for a second pass. Suddenly you realize that your psychic defences are not hiding you from this creature at all; it is locking on to your life-force, not your mind.

  If you have a Bow and wish to use it, turn to 254.

  If you do not possess this Weapon or do not wish to use it, turn to 152.

  107

  You recite the words of the battle-spell Invisible Fist and suddenly you feel a powerful gust of wind sweep past your face. It punches the Elder squarely in the stomach, lifts him off his feet, and sends him tumbling over the side of the boat.

  A cry goes up along the deck, a shout of alarm that one of the Elders has fallen overboard. Scores of acolytes rush to the rail in response but there is nothing they can do. The longboat is travelling so fast that the Elder is already hundreds of yards behind the stern and cannot be seen amidst the churning water.

  Those who were seated near you have now become uncomfortably curious about who you are. To avoid their attentions, you move to the stern where a score of acolytes are kneeling in prayer.

  Turn to 124.

  108

  ‘Calm yourself, Smudd,’ you say, purposefully letting your hands drift away from your weapons, ‘I mean you no harm. I just want to talk with you awhile, that's all.’

  The scrawny-faced knave stares at you with deep suspicion. Cold sweat beads upon his brow and his hand tightens on the hilt of his rapier.

  ‘Look,’ you say, reaching to your Backpack, ‘I'm even prepared to compensate you for the privilege.’

  Slowly you unshoulder your Backpack, unbuckle the flap, and offer him any item of his choosing. After some hesitation, he picks the item which is listed at the top of your Backpack List. (Erase this item from your Action Chart.)

  To continue, turn to 323.

  109

  You raise your Bow and draw an Arrow, but the instant the feathers touch your lips, both the Bow and the Arrow burst into flames: lose 2 ENDURANCE points.

  Cadak cackles with glee at the success of his spell. ‘You are doomed, Lone Wolf. Why don't you admit it,’ he says, sneering. ‘You were doomed the moment you returned from the great arch.’

  Turn to 252.

  110

  The instant you correctly complete the second sequence, a deep hum resonates from inside the upper tier and slowly it opens to reveal a hexagonal crystal plinth with a circular hole at its centre.11 Your Kai senses inform you that by inserting the tip of the Deathstaff into the hole, you will cause the Shadow Gate beneath the great arch to close.

  Trembling with fear and exhilaration, you raise the Deathstaff above your head and bring it down with one mighty thrust, driving it deep into the hole.

  Turn to 246.

  [11] This is the correct answer to the second sequence of numbers on the crystal dais grid in Section 235.

  111

  You sense a hostile psychic presence about them, an evil mind-energy which is becoming stronger as they draw nearer. You draw on your own formidable psychic skills and erect a defensive wall around your mind which keeps you safe from their first bombardment. They veer upwards and vanish into the clouds for a few moments, but then they reappear and come swooping down for another attack.

  If you possess Kai-surge and have reached the rank of Sun Lord, turn to 229.

  If you do not possess this Discipline, of if you have yet to attain this level of Kai rank, turn to 142.

  112

  Using your Kai Mastery, you steer your exhausted horse across this difficult terrain with incredible skill. You manage to keep him ahead of the Jackals just long enough to reach firmer ground, where he is then able to increase his pace and escape from the howling pack.

  The Jackals command the shore, and you are forced to retrace your steps all the way back to the fork in the trail and take the other path that leads into the foothills. By the time you arrive here, you are tired and very hungry. Unless you possess Grand Huntmastery, you must eat 2 meals or lose 6 ENDURANCE points. If you are able to only eat 1 Meal, you lose only 3 ENDURANCE points.

  To continue, turn to 61.

  113

  You stretch out with your right foot and kick open the satchel, but in doing so you place yourself off balance. The brigand captain senses this and uses the opportunity to break free. He scurries away for the safety of the trees, screaming all the while for his men to come and save him. Then you see the first of them emerging from the surrounding pines. Rather than fight them, you decide it better to escape whilst you still can, and so you take to your heels pausing only to snatch up the captain's satchel as you leave. The brigands give chase, but they soon lose you among the dense pines and call off their pursuit.

  Turn to 247.

  114

  You recover quickly from the unexpected shock and manage to keep your place in the line as it moves up the hillside, away from the poisoned trough, without displaying any discomfort.

  Turn to 250.

  115

  You command her to raise her right hand and she does so without hesitation. On her index finger you notice a platinum ring which you sense at once is magical; it is the source of her psychic power. The ring is fused to her hand and cannot be removed. Having no wish to sever her finger, you command her to lower her hand and tell you where you may find the Crooked Sage Inn. Obediently, she gives you clear directions to Tavern Lane, the street where the inn is situated, and less than ten minutes later you find yourself at a signpost which marks the entrance to this narrow thoroughfare.

  Turn to 332.

  116

  The Elder scolds you for more than a minute before he loses his patience and stalks off, dismissing you as unworthy of his time. Those seated around you have now become uncomfortably curious about who you are. To avoid their attentions, you get up and move to the stern where a score of acolytes are kneeling in prayer.

  Turn to 124.

  117

  You find shelter in a wooded grove, close to the trail, where you are able to make camp for the night. Darkness descends, but the surrounding trees are kept illuminated by a spectacular host of twinkling lights which swoop and soar above the hills. It is a wondrous display but you are not deceived into thinking that all is well. There is a great and evil magic at work here; you can sense it.

  The storms stay away this night and you are able to get several hours' uninterrupted sleep — restore 3 ENDURANCE points. You rise with the dawn and breakfast on roots and berries which are in plentiful supply (there is sufficient surplus for 2 Meals). Then you break camp and continue your ride towards Vorn.

  Turn to 8.

  118

  You raise the sun-sword and strike out with unerring accuracy as the first of the Vortexi engulf you.

  Vortexi: COMBAT SKILL 49 ENDURANCE 48

  For possessing the Sommerswerd, restore 5 points to your ENDURANCE score. For every level of Kai rank you have attained above that of Kai Grand Guardian, you may add a further 2 to your COMBAT SKILL for the duration of this fight.

  If you win the combat, turn to 46.

  119

  Like a fleeting shadow, you move through the undergrowth towards the brigand leader. As you draw closer, you hear him cursing the incompetence of his men and you see him beating his clenched fist on the trunk of the fallen bough in frustration. Then you leap upon him, covering his mouth with one hand and locking his arm behind his back with the other. He growls and struggles like an angry bear to break free from your grip, but when you whisper a threat in his ear he quickly ceases to resist. Suddenly his nerve seems to break and he begins to whimper like a frightened puppy. You ease your hand away from his mouth just enough so that he can speak an
d at once he pleads with you not to kill him. He offers you the contents of his satchel and free passage away from here if you will promise not to harm him.

  If you wish to see what he has in his satchel, turn to 113.

  If you wish to question him about why he has laid an ambush for you, turn to 75.

  120

  Swiftly you unshoulder your Bow, draw an Arrow to your lips, and take hurried aim as the man in black makes his daring leap across the street.

  Pick a number from the Random Number Table. If you possess the Discipline of Grand Weaponmastery with Bow, add 3 to the number you have picked.

  If your total score is now 6 or less, turn to 139.

  If it is 7 or more, turn to 328.

  121

  Soon it is your turn to dip your hand into the trough. As you come to within a few yards of the foul water, you sense that it has been cursed by powerful necromantic spells. The evil surrounding it is strong, and nausea rises up from the pit of your stomach as you dip your fingers into this cursed brine.

  Pick a number from the Random Number Table (0=10). The number you have picked is equal to the number of ENDURANCE points you lose as a result of touching this cursed water.

 

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