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The Dungeons of Torgar

Page 12

by Joe Dever


  Pick two numbers from the Random Number Table for each of the other two players and note these scores in the margin of your Action Chart. Now pick two numbers from the Random Number Table for yourself. If your total is greater than the other players you win 24 Lune. If either of the other players beats your score, you lose your stake (12 Lune or 3 Gold Crowns).

  You may leave the game at any time, but you must stop playing if you gamble away all your money and cannot place your stake.

  When you decide to stop playing, you return to Prince Graygor's tent; turn to 29.

  219

  After several minutes of manipulation, the lock finally clicks and the door opens on to a passageway lined with torches. Halfway along the left wall you see another door — a solid slab of iron broken only by a small, barred window. Silently you approach the door and peer in through the grille.

  If you have visited the Danarg in a previous Lone Wolf adventure, turn to 260.

  If not, turn to 114.

  220

  As the last of the war-dogs dies at your feet, you sheathe your weapon and cast your eyes at the clearing. The bear is no longer there, having loped away during your fierce fight with the Akataz.

  The pain of your wounds causes you to wince and grit your teeth as you hurry into the brightening forest. You have covered less than 100 yards when you hear a pitiful howl ripple through the trees. At first you think it is just your imagination, fuelled by fatigue and your stinging wounds. But when you hear it a second time you realize that the war-dogs you fought were part of a larger Akataz pack, and that the rest of the pack have just discovered their remains.

  If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Mentora, turn to 161.

  If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 3.

  221

  A yell arises from the battlements when the defenders see Adamas appear, and a mass of boulders hurtles down to greet him. With cat-like agility he veers left and right, weaving his way through the falling rocks, which smash into the causeway with a terrific roar. He reaches the door, tears the satchel from his shoulder, and primes the crystal explosive. Automatically you begin counting the seconds as he runs back through the rubble and dead bodies. Two … three … four … Then your heart leaps as you see him felled by a rock and crash headlong to the ground.

  If you wish to sprint forward and attempt to rescue him, turn to 138.

  If you choose to stay where you are and watch his plight, turn to 207.

  222

  One of the men gets to his feet and begins walking towards you. You sense that he has not seen you; he is merely answering the call of nature, but you decide that it is wise to slip away before he gets any closer. Silently you disappear into the forest and return to the front of the building.

  Turn to 89.

  223

  ‘Identify yourself!’ you shout in reply. ‘Then maybe you'll hear some news that'll cheer your heart.’ Slowly the man steps out from behind the boulders. He raises his hand and twenty others, maybe more, appear around the lip of the gorge. Several are armed with loaded bows, all pointed at you. The men are dressed in jerkins and breeches of crimson leather, and each carries a veritable arsenal of weapons strapped about his waist and chest. They are Eruan partisans.

  ‘I come from the court of Prince Graygor,’ you say, your voice amplified by the natural acoustics of the gorge. ‘The army of Eru and the Lencian allies have driven the enemy back to Cetza. Battle is imminent and victory will soon be ours.’

  ‘Your news is stale to our ears,’ comes the reply. ‘And the Prince would not send a Pathfinder to tell us such as this.’ The partisans shuffle uneasily and view you with renewed suspicion. ‘It is not my purpose to bring news of the war. I come to entreat the aid of Sebb Jarel,’ you reply.

  The spokesman for the partisans signals to the others and a section disappears from view. They reappear on horseback at the mouth of the gorge and beckon you to approach them.

  If you possess a Bullwhip, turn to 185.

  If you do not possess this Special Item, turn to 342.

  224

  Having made a wide detour to avoid the ford, eventually you discover an old game-trail which runs alongside the river. You follow this track for several miles until you reach a place where massive boulders, smoothed by centuries of erosion, rise out of the foaming torrent like giant stepping stones. It would be difficult, though not impossible, to cross the river at this point, but not on horseback. Reluctantly you leave your mount and make your crossing by leaping from one boulder to the next. You are halfway across when you are faced with a leap that is wider than you have ever attempted before.

  Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery and have reached the Kai rank of Primate or higher, add 2 to the number you have picked.

  If your total is now 6 or less, turn to 265.

  If it is 7 or more, turn to 43.

  225

  The passage is flanked by burnt-out cottages, their soot-blackened walls creating a dingy corridor of an alley, which winds into the distance. Your senses tingle with the premonition of an ambush; you can almost taste the presence of the enemy lurking inside the ruined cottages. The fleeing Drakkarim halt in their tracks then turn to taunt your men, calling to them to come and fight if they dare. Before you can shout a warning, your men charge along the alley, brandishing their weapons and yelling angry cries of revenge.

  If you wish to run after them, turn to 173.

  If you choose not to enter the alley, turn to 44.

  226

  Jarel screams for help as he struggles to escape from the clutches of two Ciquali. They latch on to his wolfskin cloak and drag him beneath the water. He surfaces, sword in hand, but is pulled under again and this time he does not reappear. A trail of bubbles and a patch of red water drifting with the current are all there is to mark the grave of Sebb Jarel.

  Turn to 97.

  227

  ‘It's the Pathfinder,’ comes the reply. ‘Quick, he's wounded.’

  The two soldiers run forward. They raise their shields to protect your back from the Drakkarim arrows, and help you to reach the safety of the camp perimeter, where your wounds are cleaned and dressed. Finally you return to King Sarnac's headquarters. He and the Prince are anxious to hear your report. Despite being discovered by the enemy, you have gathered useful information about the troops defending the bridge. The King praises your bravery and Prince Graygor orders his heralds to escort you back to his tent. After the ordeal of the scouting mission, you are grateful for the chance to get a good night's sleep.

  Turn to 280.

  228

  Forcing open your tired eyes you try to focus on the shapes as they draw closer. At first you dismiss the swirling grey figures as hallucination brought on by lack of sleep, but when a terrible chill sweeps over you like a blast of icy cold wind, fear reawakens your senses with a jolt.

  The creatures take to the air and emit a ghostly howl as they swirl around your head. You reach for a weapon but a tendril of darkness writhes out of one phantom and whips your hand. Its cold lash bites like sharpened steel and leaves your fingers numb and nerveless: lose 2 ENDURANCE points.

  More tendrils appear and wriggle towards you like a host of black snakes, all of them eager to feast on your life-force.

  If you possess the Sommerswerd, turn to 133.

  If you possess a Bullwhip, turn to 168.

  If you possess neither of these Special Items, turn to 74.

  229

  As you dive to avoid it, the blade whistles past your shoulder, slicing open your tunic but sparing your flesh the kiss of its razor-sharp edge. Before you can rise to your feet, the Baron steps forward to deliver the coup de grâce. ‘Victory belongs to me!’ he howls, and swings his axe again. But suddenly he hears a sound that makes him recoil in horror.

  Turn to 321.

  230

&
nbsp; You pull a metal bar set into the wall and the huge lead-lined doors rumble open to reveal an incredible sight. Before you stands a domed chamber, its ceiling criss-crossed with gantries of rusted iron. At its centre is a circular black pit around which are gathered groups of ghoulish creatures clad in transparent robes and masks. Angled upwards from the floor are slender crystal rods that glow with green fire. They pour forth a constant stream of pencil-thin light which focuses at a point directly above the centre of the pit. Your eyes are drawn to this point, for here you can see the three remaining Lorestones of Nyxator, the objects of your quest, held suspended in a ball of flickering green flame.

  Illustration XIII—At the point where the rods meet, the Lorestones of Nyxator hang suspended.

  The harsh clang of the alarm bell, and the sudden sight of you silhouetted in the doorway, has startled the creatures. They slink away from the pit and escape through an archway, leaving you and Paido alone in the chamber.

  Turn to 100.

  231

  ‘Over here!’ calls Jarel, pulling open the rot-infested door of a hut at the water's edge. Inside you see an overturned rowboat with a pair of battered oars shipped underneath. He turns the small craft over and raises it by the stern.

  ‘Give a hand,’ he says, straining to push it forward. You place the oars inside, lift the bow, and help him launch it gently into the river. ‘This brings back some memories,’ says Jarel, wistfully. ‘Though I never thought I'd ever be sharing this little booty-runner with a Pathfinder!’

  You toss your pack into the boat and take your place opposite the partisan leader as he fixes the oars into position. Then, with a smooth stroke, he propels the boat out into the current and you begin your voyage towards the sinister channels of the Hellswamp.

  Turn to 240.

  232

  Silently you dismount and approach the charred tower door. Through the split timbers you see a man crouching beside a smouldering fire, cooking a bird that is skewered on the point of his dagger. He wears clothes cut from supple leather dyed deep crimson, and coiled on his hip you notice a Bullwhip, its braids studded with nuggets of copper.

  ‘Join me!’ he says suddenly, without raising his eyes from the glowing charcoal fire. ‘There's enough meat on this fledgling for the two o' us.’

  If you wish to accept the stranger's offer, turn to 129.

  If you decide to remount your horse and hurry away, turn to 75.

  233

  There is a flash as your weapon smites the link and severs the amulet from the chain. The Demonlord howls and recoils, as if wounded by the blow, and you snatch the amulet away from his feet before he recovers. The black iron feels unnaturally cold; it numbs your hand and fills your arm with a dull throbbing pain. Despite your acute discomfort you know you must maintain your grip, for it is the key to the Demonlord's existence here in this temple.

  Roark raises his amulet and screams a curse. Suddenly the chill that pains your arm lances across your chest and stabs at your heart. Unless you possess the Magnakai Discipline of Nexus, lose 3 ENDURANCE points.

  If you survive the attack, turn to 188.

  234

  Jarel appears at your side and delivers a blow that rips open the evil creature's heart. But his timely aid has diverted his attention from the forest where danger still lurks. A pair of feral eyes glint in the moonlight. Then another beast charges forward and flings itself at Jarel's unprotected back. You lift your weapon and move to strike as the creature comes flying through the air. Owing to the momentum of its attack, you have only one chance to deflect it from your companion.

  Pick a number from the Random Number Table. If you have completed the Lore-circle of Fire, add 5 to the number you have picked.

  If your total is now 0–6, turn to 312.

  If it is 7 or more, turn to 178.

  235

  The snake mistakes your movement for a hostile action and strikes out at your face.

  Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 1 to the number you have picked. If you have completed the Lore-circle of Solaris, add 2 to the number you have picked.

  If your total is now 5 or less, turn to 182.

  If it is 6 or more, turn to 279.

  236

  You splash face-first into the mire, which fills your eyes and mouth. Blinded by the stinging mud, you fail to see your horse rear up and topple towards you, an arrow lodged deeply in his skull. His flailing hooves slam into your back and your legs are pinned beneath him when he falls heavily on his side: lose 8 ENDURANCE points.

  If you are still alive, turn to 165.

  237

  The ghastly creature emits a shrill whistle as you deliver your killing blow. The deadly mandibles continue to snap, but without aim or purpose, as its lifeless body slowly oozes from the hole and falls limply to the chasm floor.

  Grabbing the roots firmly with both hands you haul yourself up and collapse into the undergrowth. As soon as your strength returns you gather up your equipment and advance deeper into the eerie forest.

  Turn to 50.

  238

  The gantry passes close enough to the Lorestones to enable you to cup your hands beneath them. If Paido were to destroy the crystal rods, the Lorestones would be freed of the energy beams and drop into your hands.

  You tell Paido of your bold plan and he nods enthusiastically as you get ready to make your catch. You call to him when you are ready and, one by one, he begins to smash the crystal rods.

  Turn to 196.

  239

  The thunder of hooves warns you that more partisan horsemen are heading your way. You wheel your horse about and gallop down a long, twisting hill track. You are beginning to outdistance your pursuers when your steed suddenly pitches forward and throws you head-first into a tangle of foliage. The dense undergrowth cushions your fall and you emerge unscathed, but your horse has been seriously injured.

  A deep pot-hole ensnared its foreleg and the limb is broken: the poor animal cannot go on. The partisan reinforcements gallop into view and you are forced to abandon your crippled mount and escape into the surrounding trees on foot. With the angry cries of the partisans echoing behind you, you curse your ill luck and hurry deeper into the darkening forest.

  Turn to 250.

  240

  The first day of your voyage is smooth and uneventful. The strong current bears you steadily northwards and Jarel is content to allow the boat to drift with the flow while he enjoys the warm sunshine and your conversation. You learn much about your guide and the land of Eru, and in return you recount the legends of Sommerlund and tell of your adventures in the realms of Magnamund.

  At dusk you reach a confluence where the river is joined by another that flows in from the east. Here the currents are swift and treacherous, but Jarel steers the boat masterfully and brings it ashore at a muddy beach on the west bank, where a small stone hut stands close to the river's edge. You are dragging the boat up the muddy shore when Jarel suddenly freezes in his tracks. A movement among the tall grasses that fringe the beach has alerted him to a pair of green, pig-like eyes glinting in the gloom. ‘Keep still,’ he whispers, fearfully. ‘It could be a Gorodon.’ His fears are confirmed as the shadowy creature leaves its hiding place among the grasses and comes crawling down the beach towards you.

  If you possess the Magnakai Discipline of Animal Control and have reached the Kai rank of Primate or higher, turn to 112.

  If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 172.

  241

  A chill of premonition runs down your spine as you stare at the old mining huts below, for you feel sure that they conceal an enemy, lying in ambush. You cast your eyes along the river for an alternative place to cross, but it is only here that the deep, fast-flowing waters of the River Brol are shallow enough to ford on horseback.

  If you wish to gallop towards the ford and attempt to cross it, despite the risk of an am
bush, turn to 8.

  If you choose to avoid the ford and try to cross the river further downstream, turn to 224.

  242

  The first rays of dawn light are beginning to lighten the forest when you happen upon a wide gap in the trees. A dark shape, large and rounded like a furry boulder, lies curled up beneath the branches of a pine at the edge of the clearing. In the distance a crow caws nervously, stirring the shape from its slumber with a half-hearted call of warning. Your pulse quickens as you recognize the outline of a big black bear.

  A noise to your left diverts your attention from the waking bear, and to your horror you see a pack of leathery black Akataz creeping towards you through the undergrowth, their feral eyes aglow with bloodlust as they latch on to your scent. With a howl they leap forward, clawing and biting as they drag you to the ground.

  If you possess the Magnakai Discipline of Animal Control and have reached the rank of Principalin or higher, turn to 77.

  If you do not possess this skill, or if you have yet to attain this level of Magnakai training, turn to 254.

  243

 

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