The Legacy of Vashna

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The Legacy of Vashna Page 16

by Joe Dever


  If you have ever visited the city of Varetta, the city of Tahou, or a hut on the Ruanon Pike in a previous Lone Wolf adventure, turn to 220.

  If you have never visited any of these places, turn to 53.

  280

  The man makes a slow, sure-footed descent to within ten feet of where you are standing, during which time his weapon's sights never leave your chest. You can tell immediately that he is a skilled hunter and, judging by his furs and his beautifully crafted crossbow, he is a successful one too.

  Your muscles are tense and coiled like springs, ready to propel you out of the path of his crossbow bolt in case he fires. But then he says something which makes you realize that, maybe, he has no intentions of killing you after all.

  ‘You're no bandit,’ he muses. ‘No, by thunder, you look like a Sommlending to me.’

  Turn to 340.

  281

  A one-eyed mongrel is standing in front of the inn, its head cocked defiantly at the first-floor window through which you are observing the Vakovarians.

  Mentally you command it to cease its infernal yapping and it responds by running away along the street, whimpering pathetically, as if it has just seen a ghost.

  Most of the bandit activity appears to be going on around the quay. In order to get a better view, you leave the inn and make your way down through the ruins towards the lake, taking care to avoid those Vakovarians who are out looting. The burnt-out shell of a meeting hall offers you an unobstructed view of the quay and its flagstoned square. You hide here, invisible among the charred roof timbers, and watch as a curious scene unfolds on the quayside.

  Turn to 163.

  282

  The Demoness comes striding towards you, screaming maniacally, bolts of energy darting from her fingertips to rip open the ground as you zigzag to avoid being hit.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–3, turn to 4.

  If it is 4–9, turn to 92.

  283

  The three phantoms swoop down into the trees as if to pursue the fleeing cats, but then they break off their attack and come speeding once more towards the mouth of the cave.

  You sense a hostile psychic presence about them, an evil mind energy which is growing 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. Having encountered unexpected resistance, they veer upwards and vanish into the clouds. They have gone, but not for long. Within minutes they return with seven more of their ghostly brothers in train.

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

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

  284

  You level your weapon and strike out with deadly accuracy as the first of the Vortexi engulf you.

  Vortexi: COMBAT SKILL 49 ENDURANCE 38

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

  If you win the combat, turn to 46.

  285

  In the cold light of dawn you see that the River Storn is too deep and fast-flowing to be fordable at this point. The trail follows the river downstream so you decide to follow it in the hope of finding somewhere to cross. Two miles later, you happen upon such a place.

  At a point where the river slows and widens, you find a crude rope ferry has been erected. It comprises two rafts attached to two long lengths of rope which are suspended above the river. A crossing can be achieved by boarding a raft and pulling on its guide rope to haul it across to the opposite bank.

  Illustration XVII—A crossing can be achieved by boarding a raft and pulling on its guide rope.

  You wait and observe that area for a few minutes. When you feel sure that it is safe to proceed, you place your horse aboard a raft and begin the laborious task of pulling yourself across to the distant shore.

  Pick a number from the Random Number Table.

  If the number you have picked is even (0, 2, 4, 6, 8), turn to 87.

  If it is odd (1, 3, 5, 7, 9), turn to 172.

  286

  ‘Very well,’ you say. ‘How do you intend to help me?’

  The young woman begins by confirming your suspicions. The Demoness Shamath is indeed preparing to go to the Maakengorge in response to Cadak's summons. She will make the journey by entering the tunnel; it is a Shadow Gate which will transport her from this plane of existence to Magnamund, to the great shimmering archway through which you were hurled by the storm. She will take with her an artefact of great evil — the Deathstaff — a device forged by the Dark God Naar himself and imbued with the power to resurrect the spirit of his long-lost champion, Lord Vashna, from the depths of the Chasm of Doom.

  ‘Naar has laboured long and hard to create the Deathstaff,’ says the young woman. She points once more towards the crystal dais and says, ‘Can you see, Lone Wolf? It is there, resting beside Shamath's feet.’

  Turn to 63.

  287

  The drunkard gives a lopsided grin and wipes his greasy mouth with the back of his hand before replying to your question.

  ‘F' sure I know where be the Crooked Sage. Fine ale to be had there, if only I was moneyed enough to afford it. I'll tell you where it is for a small payment … say, ten Gold Crowns?’

  If you wish to pay the drunkard for this information, erase 10 Gold Crowns from your Action Chart and turn to 62.

  If you refuse to pay such a high price, turn to 185.

  288

  Coolly you stare into the eyes of the advancing acolytes as you summon forth the power-word of the Elder Magi: Gloar!

  The sound hits them like a massive, invisible hammer. It crushes their ribs and leaves their bodies lying broken and lifeless amongst the charred debris.

  Turn to 325.

  289

  Your search uncovers the following items:

  Enough food for 3 Meals

  Quiver

  4 Arrows

  Bow

  3 Daggers

  Tinderbox

  Rope

  Bottle of Wine

  If you wish to keep any of the above, remember to make the appropriate adjustments to your Action Chart.

  To leave the hut, turn to 143.

  290

  You watch helplessly as the woman approaches, her corpse-white hands outstretched, reaching in eager anticipation for the flap of the money pouch which hangs from your belt. You fight to resist the mind charm which is paralysing your limbs but, try as you will, you cannot break free.

  Then with a jolt, the feeling suddenly returns to your paralysed body. The woman has vanished and so, too, have nearly all the Gold Crowns in your Belt Pouch.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–3, there are only two Gold Crowns left in your pouch.

  If the number you have picked is 4–7, there are only three Gold Crowns remaining.

  If the number you have picked is 8–9, you have been left with five Gold Crowns.

  Remember to adjust your Action Chart accordingly.

  Cursing your luck, you coax your horse to the right at the road junction and continue on your search for the Crooked Sage Inn. A warren of covered alleyways and narrow passages eventually lead to a wider street, one which is illuminated by flickering torchlight.

  Turn to 147.

  291

  Like a fleeting shadow, you move through the undergrowth towards the brigand leader without making a sound. 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 to allow him to speak and 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.

  292

  The Elder becomes angry. He 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.

  293

  The yellow blossoms are surprisingly nutritious: restore 3 ENDURANCE points. If you wish, you can gather some more of these blooms as you continue your ride across the plateau, and store them in your Backpack. (You may take up to a maximum of 2 Meals. These nutritious blossoms have no healing properties.)

  Turn to 18.

  294

  You whisper the words of the Brotherhood Spell Mind Charm and, at once, you see Smudd relaxing under its influence. He removes his hand from his sword and the scowl of fearful suspicion softens to a smile as he lowers himself back into his seat. With a flick of his hand he dismisses the bar-girl. She leaves without protest and as you watch her walk away, he leans across the table and says, ‘How can I help you, stranger?’

  ‘What do you know about a little hamlet called Vorn?’ you say, quietly.

  For a moment the look of suspicion returns to his beady eyes; then he sneers and says, ‘I know it no longer exists, that's what I know. There's rumour on the street that it was destroyed by the storms, but there's more to it than that. More than I care to remember.’

  You show him the Black Amulet that President Kadharian gave to you and once more you repeat your question. Now he refuses to answer, fearing that you are one of Kadharian's agents out to arrest him. He kicks back his chair and tries to stand, but he does not make it.

  He is halfway out of his seat when suddenly his chest is transfixed by a crystal arrow. Wide-eyed with pain and shocked surprise, he crashes to the floor amid a spray of blood and spilt ale.

  Turn to 215.

  295

  You take your place among the throng kneeling before the dais, and watch as the tall, platinum-haired figure begins to speak.

  ‘I, Cadak of Kaag, summon forth from the Vortex of the Planes the Deliverer of Vashna, Mighty Lord of Darkness, Prince of the Legions of the Restless Dead,’ he says, his words clear and confident above the howling storm. ‘Come to us. Come to us now and fulfil our destiny. We, the worthy, now prove our faith in the undying power of Vashna.’

  Upon hearing these words, the acolytes utter a chilling cry of affirmation and rise to their feet. By rank they follow the Elders in single file towards a smaller, shimmering metallic arch which stands to one side of the crystal dais, almost obscured by the glare of the larger one. One by one they file through this archway, under the watchful gaze of Cadak, and then return to their places where they kneel and pray.

  As you approach the smaller arch, you sense a curtain of power drawn across it. Anxiously you pray to the Gods Kai and Ishir to protect you as you prepare to pass through this invisible barrier.

  If you possess the Sommerswerd, turn to 166.

  If you do not possess this Special Item, turn to 204.

  296

  The night passes uneventfully, but you awake at dawn to a spectacular sight. The eastern sky is filled with soaring meteors of fiery yellow light which shoot from the midst of a bank of deep magenta storm clouds. The air seethes with electrical energy and lightning flashes can be seen all along the distant horizon. You find the sight unnerving, doubly so when you calculate that its centre of activity lies directly over the Maakengorge.

  After a frugal breakfast, you set off along the shoreline trail on a route which takes you ever nearer to the storm.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 32.

  If it is 5–9, turn to 155.

  297

  You thank Gwynian for his help and he waves farewell as you leave the hovel and walk back to your horse.

  ‘Good luck, Grand Master,’ he calls out. ‘My hopes and my prayers go with you.’

  By nightfall you have covered twenty miles of rough terrain and have been assailed by extremes of weather. From a desert-like heat at mid-afternoon the temperature plummeted, causing a sub-zero squall which left you and Bracer blanketed with frost. But now, as darkness draws its cloak over this troubled land, the temperature quickly rises. This heralds the return of the rain, and the thunder and the violent lightning strikes.

  Helped by your tracking skills, you discover a shallow cave where you can take shelter from the storm. You are tired and hungry, and unless you possess Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

  If you possess Animal Mastery and have attained the rank of Kai Grand Guardian or higher, turn to 194.

  If you do not possess this Discipline, or if you have yet to achieve this level of Kai Mastery, turn to 23.

  298

  As you strike your killing blow, Cadak shudders and crashes to the ground, clutching his staff tightly to his chest. He finds just enough strength to utter a dying curse; then, before your disbelieving eyes, his body slowly disintegrates. The skin is quickly criss-crossed by thousands of wrinkles, and the drying flesh falls from his skull, leaving it bare boned with a tattered layer of leathery skin stretched over it. Then, in the next instant his body collapses into naked bone. His staff breaks into chalky chunks and, finally, bone and staff blacken and fall away to dust.

  Turn to 72.

  299

  You crash down to earth amidst a heap of jagged stones and broken glass. Then, as you are struggling to stand, a deluge of burning timber falls on your back and knocks you down: lose 9 ENDURANCE points.

  If you are still alive, turn to 200.

  300

  It is dusk when you emerge from the woods and ride along a ridge which overlooks the eastern shoreline of Lake Vorndarol, and it is here that you catch your first glimpse of the acolyte settlement. It consists of several long huts, grouped around a great hall of stone on a hill overlooking a shingle beach. Down on the beach there is a wooden jetty where an acolyte longboat is moored. It is the same longboat that was used in the attack on Vorn quay.

  Cautiously, you descend the ridge and ride towards the settlement. When you are within half a mile of the perimeter, you leave your horse and go forwards on foot. There are acolytes everywhere but you find it easy to avoid them and enter the encampment unseen. Under cover of the approaching darkness and aided by your camouflage skills, you make your way towards the stone hall. You sense that something important is going on there and you resolve to find out what it is.

  Turn to 137.

  301

  Swiftly you unshoulder your Bow, draw an Arrow from your Quiver, and take hurried aim as the man in black leaps from the window ledge onto the balcony.

  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 27.

  If it is 7 or more, turn to 251.

  302

  Your mastery of the Magnakai Pathsmanship Discipline warns you that you could be ambushed if you were to enter the circle of boulders. Forewarned, you wait and observe the horseshoe of rocks a while longer. Before too long your patience is rewarded: something is moving around down there.

  You intensify your vision and see that it is a pack of bony, dog-like creatures. They are feeding on something in the lee of the rocks.

  If you wish
to go and see what it is they are feeding upon, turn to 11.

  If you choose to avoid the horseshoe rocks, turn to 248.

  303

  Aching with fatigue and spattered with the foul ichor that passed for blood in the bodies of Shamath's attendants, you step back from those you have slain and stare defiantly at the towering Demoness.

  Turn to 242.

  304

  You draw back your Arrow until the feathers are touching your lips; then you let slip the straining bowstring. The shaft whistles through the trees towards the brigand leader's back and hits him squarely between the shoulder blades with a loud thok! He screams and throws his arms wide as he crashes face-first to the ground.

  His henchmen spin around and see you. They bellow commands to their underlings and at once the angry brigands begin to close in on your position from all sides. You retreat into the trees and head back the way you came, anxious to retrieve your horse before the brigands find him. You are within a stone's throw of Bracer when suddenly you are confronted by more than a dozen bandits, hungry for revenge. They attack in a frenzy and you are forced to fight all twelve at once.

  Vakovarian brigands: COMBAT SKILL 46 ENDURANCE 56

  You may evade this combat after six rounds by turning to 35.

  If you win the fight, turn to 188.

 

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