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Wolf's Bane

Page 16

by Joe Dever


  During your difficult trek to the temple, unless you possess the Discipline of Grand Huntmastery you must eat a Meal or lose 3 ENDURANCE points.

  To continue, turn to 251.

  240

  The doors swing open onto a gallery which encircles three sides of a large banquet hall. Below, through the wooden spindles of the gallery's parapet rail, you can see the hall itself. Tapestries drape the walls and a blazing fire crackles in a great stone fireplace that occupies much of the north wall. Your adversary is sitting alone in a throne-like chair at the head of a long banqueting table. A plain, oblong-shaped wooden case lies closed on the table before him.

  ‘Welcome, Lone Wolf — so glad you could join me,’ he says, his voice oozing sarcasm as he gets to his feet and tilts his head condescendingly towards the gallery. You see his right hand move below the edge of the table and, moments later, you hear the double doors swing shut and lock behind you. Anxiously you cast your eyes around the hall, searching out his hidden accomplices.

  ‘We're alone,’ snaps Wolf's Bane. He raises a hand and beckons you to descend the gallery stairs to the hall below. ‘The time has come, Lone Wolf. Our jaunt across Avaros has been leading to this moment of truth.’

  Illustration XIV—‘We're alone,’ snaps Wolf's Bane. ‘The time has come, Lone Wolf.’

  Wolf's Bane reaches out to the slim case that is laid on the table before him and he flips open its lid. Inside you see two thin-bladed duelling rapiers couched on a velvet liner.

  ‘We two are as equally matched as these fine blades,’ he says, in a voice as syrupy as rancid molasses. ‘Come, Lone Wolf. I challenge you to duel honourably. Come and choose your weapon and let fate decide who of us will triumph this day.’

  You magnify your vision and scrutinize the open case. Your senses confirm that these swords are finely crafted blades. They are not booby-trapped, nor are they magically cursed in any way.

  If you choose to accept Wolf's Bane's challenge to a duel to the death using these swords, turn to 304.

  If you choose to decline his challenge, turn to 85.

  241

  Your psychic command weakens the Bangrol's resolve, but it is already too late to turn aside its savage attack. This razor-clawed bird is set on a collision course with your face!

  Bangrol: COMBAT SKILL 34 ENDURANCE 30

  If you win this combat in two rounds or less, turn to 142.

  If the combat goes to a third round, do not continue the fight. Instead, turn immediately to 19.

  242

  This lock looks similar to that which operates the door to the temple of Avaros, yet there is one important difference. The mechanism of this lock is genuinely protected by a powerful spell, shielded also by magic to prevent its detection. Your unsuccessful attempt to open the portal triggers this spell and causes a massive bolt of electrical energy to be discharged through your fingers, along your outstretched arm, and deep into your body.

  A blinding flash of light obliterates your vision and an agonizing pain explodes in your chest. The pain quickly fades, but it is replaced by a terrifying numbness. You feel weightless, as if you are falling through deep space. Briefly you try to resist this sensation but it is no use. You are falling into a sleep from which you will never awaken.

  Sadly, your life and your duel against Wolf's Bane end here.

  243

  This exit leads to an echoing tunnel constructed from sheeted steel. Its walls and ceiling are lined with iron pipes and braided copper cables for most of its length. You follow this passage for several hundred yards before arriving at another which crosses it from left to right.

  If you possess Telegnosis and have attained the rank of Grand Thane, turn to 73.

  If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 347.

  244

  The huge dragonfly swoops down like a hunting hawk and attempts to skewer you upon the sharp tip of its spear-like proboscis. You wait until the very last moment before twisting aside to avoid its lunge and, as it streaks past, you deal it a backhanded blow which tears a hole in its silvery wing. The wound is not fatal, but the damage to its wing is enough to render the hungry creature incapable of ascending any higher. It emits a loud buzz of frustration which fades as it slowly spirals away towards a cluster of smaller dragonflies hovering near the centre of the gorge.

  At length you reach the apex of the cavern and soar into the light-filled vent. Upon entering this vast aperture you are buffeted by crosswinds which sweep you precariously towards its rocky lip. Only your Kai Mastery and your lightning-swift reactions save you from being crushed to death as you are blown towards its jagged, volcanic edge.

  You survive the impact and are able to haul yourself out of the vent and climb safely onto a surface that you assume to be the roof of the cavern. Seeking shelter from the raging crosswinds, you squeeze yourself into a hollow in the porous rock from where you are able to take stock of your new surroundings. The sight makes you gasp, for it is a view that truly rivals the fertile wonders of the cavern below.

  Turn to 239.

  245

  Your Kai camouflage skills keep you hidden from the unwanted attentions of the creatures below, and you reach the balcony without being seen. Once you are here, you whisper the words which negate the effects of the spell and then you hurry into the archway.

  Use of the Teleport spell costs you 4 ENDURANCE points. Remember to make the necessary adjustment to your Action Chart.

  To continue, turn to 50.

  246

  You use your advanced mastery to find your enemy's tracks, and then you clear a path through the dense undergrowth which covers them. You sense that he has used magic to assist his escape, for the foliage here is entangled far tighter than in neighbouring areas of this jungle. Your advanced Discipline flattens the undergrowth as you advance, as if you were being preceded by some invisible battering ram. So effective is your skill that you gain ground on your fleeing enemy.

  As you pass through a copse of toa trees, you hear the sound of running water away to your left. The tracks turn in this direction and you follow them all the way to the banks of a fast-flowing watercourse. Less than fifty yards downstream there is a primitive settlement of huts that form an untidy line along the banks of the stream. You catch sight of Wolf's Bane as he runs into this settlement and hides in the nearest hut — a mud-walled hovel with a clay-tile roof.

  If you wish to stay in the jungle and observe the settlement, turn to 339.

  If you choose to continue your pursuit, you can approach the settlement under cover of the jungle, by turning to 285.

  247

  Steel Hand pulls a rope from his backpack and volunteers to climb the rough-hewn chamber wall. The ceiling above is criss-crossed with buttresses and he is confident that he can affix his rope securely to one of them, thereby enabling your party to swing across the gaping fissure and reach the tunnel on the far side.

  If you decide to approve Steel Hand's suggestion, turn to 119.

  If you prefer instead to fix the rope yourself, turn to 189.

  248

  You leap aside to avoid the missile, yet it alters course in mid-air and clips your shoulder as you fall to the frost-encrusted floor: lose 2 ENDURANCE points. Quickly you scramble to your feet and look to see your opponent escaping up the darkened staircase. Calling upon your innate healing skills, you staunch the blood that is trickling freely from your wounded shoulder and hurry towards the stairs in pursuit of your hated foe.

  Turn to 29.

  249

  Your killing blow fells this feline horror, bringing it crashing nose-first to the dirt floor. The body of the beast almost blocks the passageway, forcing you to clamber over it in order to reach the other side. You are struggling across its still warm carcass when you notice a thick leather collar buckled around its throat. Affixed to the buckle is a curious Black Clasp. (If you wish to take this clasp, record it on your Action Chart as a Special It
em which you carry in the pocket of your tunic.)

  To continue, turn to 120.

  250

  Before you stands a great tower of gleaming black stone which rises from the depths of a fathomless moat and soars to within a hundred feet of the stormy grey clouds. Its pitted surface bristles with metal discs and antennae, streaked with rust, yet there are few windows and you can see but one portal.

  You magnify your vision and note that your adversary's tracks lead to a traffic-worn area on this side of the moat, directly opposite the portal. You watch this area for several minutes, and then you see two armour-clad warriors emerge from the ruins and approach it. Suddenly a semi-transparent drawbridge extends from beneath the portal. It resembles a flattened beam of solid, green-grey light, and this beam bridges the moat and provides the two warriors with the means to reach the open tower door.

  You scan the great tower with your senses and you feel sure that your opponent is lurking somewhere within. Powerless to reach him, you can only stand and watch the two warriors as they cross the moat and disappear into the portal, which slides shut behind them. At first glance this stronghold looks to be impregnable, but you have gained access to far tougher fortresses in the past and you refuse to allow your spirits to be dampened by the daunting task of finding a way into this one.

  Turn to 308.

  251

  By the time you reach the base of the temple, the storm is howling like a vengeful demon in your ears. Stinging blasts of hot, sand-laden wind whip your face mercilessly and you are forced to lean almost horizontally into the storm to maintain your balance. The storm is increasing in ferocity by the minute. You are sorely aware that you must find cover within an hour at most or you will perish in this hellish blizzard.

  An empty parapeted stairway ascends from the temple's lowermost tier to the portal of its crowning tower. The parapet offers you protection from the wind and you climb the many steps bent over, almost on your hands and knees, in order to stay out of the abrasive storm. Before you ascend the last tier, you check to make sure that your adversary is not lying in ambush. The portal is now closed and you can sense no living creature nearby, yet you unsheathe your weapon from your belt and hold it ready in case danger should come from an unsuspected quarter.

  When you reach the portal, you discover that it comprises a seamless sheet of lead-lined iron, many inches thick. You detect a lingering aura of magic around its threshold which makes you wary that a trap may have been set. Yet when you summon your psychic skills to probe deeper, you sense otherwise. You detect that Wolf's Bane has deliberately cast an illusion of magic around this portal, no doubt in the hope that it will delay or deter you long enough for the storm to do its work. Confident that the door is not lethal, you examine it more closely. Set flush into the glassy surface of its surrounding arch, you discover an inscription above two squares of dull crimson gemstone. Your Sixth Sense reveals that tapping upon each square a correct number of times will cause the door to open. Cautiously you place your fingers lightly upon the squares and feel the gentle vibration of the door's locking mechanism. By concentrating on these vibrations you hope to be able to decipher its locking codes.

  After several minutes you determine that the first code is equal to the ENDURANCE points score below which a Grand Master cannot use the Discipline of Kai-surge.

  The second code is equal to the number of villages that lie on the highway between the cities of Holmgard and Ragadorn.

  In order to determine the numbers that will open the door to the temple, consult the map and games rules. When you think you know the two-digit solution, turn to the entry that is the same number as your answer.15

  If you cannot decipher the codes, turn instead to 283.

  [15] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

  252

  The moment you enter the new passage, the concealed panel slides shut behind you. Almost immediately, another panel slides out of the metal wall and seals off the passage ahead, trapping you in the cell-like space between. You throw yourself against the steel door and run your hands over its smooth surface, searching frantically for a means to escape. Your efforts are made all the more urgent when suddenly a loud hissing sound fills your ears; it is the sound of the air being extracted from this cell.

  Gasping for breath, you turn around to search the opposite panel. Your hopes rise when you see a combination lock set flush into its surface. It is unlike the lock which secured the entrance to the temple of Avaros, but your Kai senses soon detect how it operates. The lock is inlaid with five dials in two groups. There is one group of three and one group of two. Each dial indicates a number. One dial however, in the group of two, is set to zero. By turning this dial to the correct number you will cause the lock to disengage.

  Study the following sequence of numbers carefully.

  When you think you know what the correct solution is, turn to the entry that is the same as your answer.16

  If you guess incorrectly, or if you cannot answer this puzzle, turn instead to 303.

  [16] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

  253

  Having been detected, your immediate reaction is to bolt for the exit and, as you run, arrows whistle down to splash into the mire all around your feet. Anxious to avoid risking being hit by a second volley, you increase your pace as you approach the mouth of the tunnel.

  Turn to 70.

  254

  You pass through the arch and enter a long passageway that is crafted from sheets of silver and steel. A panel of translucent mineral is embedded into the entire length of the ceiling, illuminating the tunnel with a harsh phosphorescent light. You have covered several hundred yards before you see a small alcove set into the wall. A stream of clear water pours from a pipe protruding from the alcove, and drains away into a grille set into the floor. The sight and sound of the trickling makes you thirsty for a drink.

  If you wish to stop and take a drink from this pipe, turn to 33.

  If you choose not to drink, turn to 336.

  255

  Naar moves from the dais and commands Kekataag to cease his psychic assault. The murderous leviathan complies at once with his fell master's wishes. For the first time since he strode into this throne hall, Kekataag turns to face Naar. His intent is to bow his huge form in dutiful deference to his master's authority, but this formality is soon forgotten when his psychic powers detect the presence of Alyss. The realization that she is here makes the warrior bellow with supernatural rage. The deafening sound galvanizes Alyss into action; she leaps towards the plinth and places both of her hands upon the surface of the Moonstone. Instantly a whirling hole appears in the smoky wall of the throne hall; it is the unmistakable mouth of a Shadow Gate.

  ‘Flee, Lone Wolf,’ she cries. ‘Flee to your homeland before it's too late!’

  Bravely she stands her ground, her hands clasped upon the glowing Moonstone, as Kekataag and Naar advance upon her from two sides. You are deeply moved by the courage of this enigmatic being; it seems she is prepared to sacrifice her immortality that you might escape alive from this terrible place.

  If you wish to obey her command and enter the whirling Shadow Gate, turn to 282.

  If you choose to stay and fight the Dark God and his evil avenger, turn to 343.

  256

  Your advanced Kai senses detect faint magical energies radiating from a large chunk of rubble which lies in the open doorway to this tomb. Cautiously you move nearer to inspect the slab of stone and discover an intricate design scratched upon its surface. It has been smeared with dirt and a magical spell of shielding has been placed upon it to disguise its true purpose, yet you immediately realize what it is and you recoil from the slab, hurriedly retreating a dozen paces. It is a glyph of power: a magical booby trap that has been expertly camouflaged to keep it secret. If anyone or anything were to step upon or pass over
this glyph, the energy contained within it would be released in one devastating instant.

  You warn the others of what you have found and tell them to retreat with you to a safe distance. From the cover of a gravestone, several yards from the tomb, you instruct Star Lynx to pick up a rock and hurl it through the open doorway. He selects an apple-sized chunk of granite and lobs it accurately into the tomb.

  Pick a number from the Random Number Table.

  If the number you have chosen is 0–4, turn to 211.

  If it is 5–9, turn to 53.

  257

  Your Kai Mastery skills and your sheer will to survive save you from succumbing to a grisly death in this morass. After an agonizing ordeal, you finally reach the door at the end of the hall and haul yourself through it. Aching with fatigue (lose 4 ENDURANCE points), you lie on the solid flagstones for several minutes until you regain sufficient strength to be able to continue your hunt for Wolf's Bane.

 

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