Wolf's Bane

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Wolf's Bane Page 19

by Joe Dever


  ‘You!’ he cries, accusingly. Fuelled by rage, he raises his sword in readiness to slash at her face. You rush forward and block his vicious blow; then you twist the blade from his grasp and, with one swift thrust, you skewer his heart upon the tip of your rapier.

  Wolf's Bane regards the blade protruding from his chest with a look of utter astonishment. Then, with a curse on his blood-flecked lips, he drops to his knees and crumples lifelessly to the floor.

  Turn to 40.

  297

  Warily you approach the settlement, your keen senses absorbing every detail. The line of deserted mud huts looks innocuous but the words of the voice of Naar still linger in your memory. This humid jungle realm lies within his domain; it is therefore reasonable to expect that the inhabitants of this place will be wholly devoted to the cause of Evil.

  You reach the edge of the undergrowth and pause to assess potential threats. The huts are semi-derelict, all bearing some signs of neglect and decay. The nearest one is a clay-tiled hovel that, like the others, appears to be empty. But when you focus upon its open doorway you see that a trench has been cut into its earth floor. You magnify your vision and at once you detect steps in the wall of this excavation, leading underground.

  If you wish to enter the hut and investigate where these steps lead to, turn to 161.

  If you choose instead to check the hut for traps, turn to 27.

  298

  This tunnel gradually descends by slope and stair through deeper levels of the catacombs. You detect no trace of the impostor and, when eventually the tunnel comes to a dead end, you curse your ill luck and turn reluctantly to retrace your steps. It is then that you sense a faint but lingering aura of Evil close to the tunnel floor.

  Closer inspection reveals a trapdoor set into the flagstones. You pull this heavy hatch open and uncover a circular chute and a ladder descending into darkness. Your heart misses a beat when you notice fresh tracks on the ladder's iron rungs; at last you have found the impostor's trail.

  Cautiously you lead the descent into the chute, using your powers of infravision to scan for signs of movement in the damp darkness below. After several minutes you reach the bottom of the ladder where you discover a large vaulted chamber. Around its walls are positioned urns and grey stone caskets, each embellished with traces of gold. There is an unexpected air of opulence about this vault which prompts you to guess that it is a secret burial tomb.

  If you have ever visited the Graveyard of the Ancients in a previous Lone Wolf adventure, turn to 182.

  If you have never visited this place, turn to 206.

  299

  Your Arrow hits its mark and penetrates deep into the creature's eye socket. There is a splash of white sparks and a crackle of electrical arcing as the tip punches through the back of its steel skull, and yet the beast comes on. The wound has inflicted serious damage to its sight and senses, but it does not stop it from pressing home its attack. You have barely one second remaining in which to unsheathe a hand weapon as this great metallic horror launches itself at your chest.

  Mech-wulf: COMBAT SKILL 38 ENDURANCE 35

  This creature is immune to all psychic attacks.

  If you win this combat, turn to 5.

  300

  From the uppermost reaches of the tower there descends an icy fog which radiates an intensely powerful aura of Evil. This menacing mist darkens as it swirls around the lower levels, like some huge vaporous snake seeking out its prey. Then, slowly, it gathers in towards the centre of the chamber where it hangs above the plinth like an angry thunderhead, roiling and seething with colossal malevolence.

  You gaze into this black cloud and are gripped by an abject terror the instant you fathom its nature and purpose. This cloud is not of this world and it has not fully taken on substance and being within the material plane of Aon, yet even in its malformed state you recognize it to be a materialization of ultimate Evil. This is a manifestation of Naar — the King of the Darkness!

  Suddenly a deafening clap of thunder shakes the walls and the base of the tower is lit up by crackling arcs of lightning. The freezing air seethes with tension as the presence of Naar triggers explosive chemical imbalances within it. Then, above the crackling cacophony of noise, you hear a chilling voice speaking to you in your native tongue.

  ‘Disciple of Kai — you know my name. Will you not deign to speak it?’

  Morbid terror is ripping at your insides yet you refuse to show the slightest trace of weakness. You steel yourself and inwardly you pray to Kai and Ishir to protect you in this hour of deepest need.

  ‘No!’ you scream. ‘I will never acknowledge you!’

  ‘You may be one of Kai's favourite minions,’ retorts the voice, ‘but you will always be mortal. You would do well to remember that in my presence.’ Thunder booms and the floor shakes beneath your feet, causing you to fall involuntarily to your knees.

  ‘Now that you bow before me, Lone Wolf, I shall impart to you your fate, for I am the true master of Aon. This is Avaros, a small and insignificant satellite of Duron, a world that has long been devoted to my cause. And you have been lured here for one purpose — to be destroyed. During the speck of time that you have existed, you have become an impertinent obstacle to my conquest of Magnamund. For this you will forfeit your soul. Yet, before I claim your worthless soul, I shall make sport of your demise so that Kai and Ishir shall see the worthlessness of their creations and know the futility of their cause.’

  Once more the thunder booms and you are blinded momentarily by a flash of white fire. Slowly your sight returns, and now you can see your adversary — Wolf's Bane — standing upon the plinth, directly under the menacing black cloud.

  ‘Here is my champion,’ speaks the voice of Naar. ‘You and he are well-matched for the contest that is about to commence.’

  Wolf's Bane unsheathes his sword and levels it your chest. His facial features twist into a grotesque parody of your own as he spits out a venomous threat:

  ‘Victory will be mine, Lone Wolf. Evil shall ultimately triumph!’

  You shout a defiant riposte, but the voice of Naar booms once more, drowning your worthy cry:

  ‘So be it! Let the duel begin!’

  Turn to 30.

  301

  You sprint towards the speeding wagon and hurl yourself towards its open cargo bay. But, disastrously, you misjudge your leap and crash headlong into the side of the hover-wagon, knocking yourself unconscious.

  The concussion you have sustained does not kill you, but it contributes indirectly to your death. Your body is seen lying in the avenue by Wolf's Bane, from one of the tower's many watching posts, and he immediately dispatches a troop of Manoyds to capture and slay you. Sadly, they are brutally efficient servants and they obey his commands to the letter.

  Tragically, your life and your duel end here.

  302

  ‘Release him, my lord,’ says Banedon. The Baron, unnerved by the sudden disappearance of the magical shield and the Guildmaster's unexpected request, takes a step backwards and reaches for his sword.

  ‘Have no fear,’ says Banedon, staying the Baron's hand, ‘for we have here the real Grand Master of the Kai.’

  ‘How can you be so sure?’ retorts Caldar, his voice full of scepticism.

  ‘I'm certain,’ says Banedon, ‘yet there is one way we can be absolutely sure.’

  So saying, Banedon removes from the pocket of his robe a small platinum disc which is strung upon a loop of braided cord. He approaches you and slips the cord over your head.

  ‘Here is proof,’ he says. ‘No agent of Naar could tolerate the touch of this goodly artefact. Banish your doubts, my lord. This man is Lone Wolf.’

  (Record this Platinum Amulet, which you wear around your neck, as a Special Item on your Action Chart. You need not discard another item in its favour if you already possess the maximum number permissible.)

  To continue, turn to 88.

  303

  Within thirty seconds of both pa
nels closing, all of the air is sucked out of this tiny metal cell. Your Magnakai Discipline of Nexus sustains you for a further ten minutes, during which precious little time you try everything possible to extricate yourself from this deadly vacuum. Unfortunately, your valiant efforts are to no avail. You are unable to penetrate the strange metal skin of this cell. Slowly, reluctantly, you succumb to the lack of oxygen until you drift off into a sleep from which you never awaken.

  Sadly, your life and your duel end here.

  304

  Slowly you descend the stairs and approach the banqueting table. Wolf's Bane slides the open case towards you and motions for you to take a weapon. You reach for the box and remove the uppermost rapier, and then you slide the case back across the table to your opponent.

  ‘Very well,’ he says, as he takes the sword and makes a few strokes to gauge its balance, ‘let the duel begin.’

  The Duel: Lone Wolf vs. Wolf's Bane

  The Combat Ratio for the duel is −4. This ratio takes account of all bonuses which may apply (e.g. Grand Weaponmastery with Sword, psychic attacks, and Special Items). Wolf's Bane's ENDURANCE score is identical to your current ENDURANCE score, unless you possess a Bronze Disc. If you possess this Special Item, you may reduce your enemy's ENDURANCE by 4 points before the commencement of combat.

  Conduct the combat using the normal combat procedure. However, should Wolf's Bane's ENDURANCE be reduced to 10 or less, do not continue any further with the fight. Instead, turn immediately to 151.

  305

  You retreat all the way down to the bowl of the corolla, to where you began your ascent. Here you take the opportunity to check your Backpack and you discover that three items have been damaged beyond repair. (Erase three items of your choice from your current list of Backpack Items.) Having had your hopes of escape thwarted by the creature, you see that the hollow stem is now the only remaining chance you have of getting out of this plant alive.

  Turn to 103.

  306

  You approach the hut and crouch down beside its mud wall, close to its open door. Your senses detect no glyphs or other traps here, and there are no residues of magical energy that might betray the presence of illusions or shielding spells. Wary of further delay, you approach the trench at the centre of the hut and descend a flight of steps that leads down to an underground tunnel. You still cannot detect any traps, yet you have gone only a few yards along this narrow passageway when you hear the terrifying roar of a large cat. With an abruptness that takes your breath away, a huge tiger-like beast comes bounding from out of the darkness ahead. So sudden and unexpected is this creature's attack, that you only just have time in which to unsheathe a hand-weapon as it hurls itself upon you.

  Rahjaz: COMBAT SKILL 48 ENDURANCE 41

  This creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

  If you win this combat, turn to 249.

  307

  Your powerful Discipline of Animal Control suppresses the Bangrol's natural instinct to defend its nest and immediately it breaks off its attack. It circles around the chamber, cawing with frustration, and then re-enters the chimney and escapes back to the surface.

  Turn to 78.

  308

  For two hours you observe the tower. During this time you sense that an invisible field of energy surrounds the wall, a defence that complements the terrifyingly deep moat. This force field disappears only when the portal opens and the drawbridge extends to allow for the arrival or departure of armoured warriors, or strange horseless wagons that hover a few feet from the ground, but in the main the great door remains firmly closed.

  You notice that the sparse traffic of warriors and wagons passes along one avenue. It is the only thoroughfare approaching the tower which has been cleared of debris. It is an uncomfortable vigil, but the time you spend observing the tower is rewarded when a bold plan gradually takes form in your mind.

  You assess that an entry to the tower could be effected by two means: if you were able to ambush a warrior and use his armour as a disguise, or, if you were able to stow away aboard one of the wagons approaching the moat.

  If you wish to attempt to ambush one of the armoured warriors, turn to 276.

  If you decide to attempt to stow away aboard a hover-wagon, turn to 79.

  309

  You are within ten feet of the exit tunnel when a heavy sheet of iron falls from the ceiling and seals off your chosen route of escape. The fog is beginning to thin out and you can now see the creatures in the pot who attempted to shoot you full of arrows. They are small, blue-skinned reptilians, with cruel crocodilian faces and curiously human hands. They are armed with finely crafted bows of gleaming white bone that you detect are capable of discharging six poisoned arrows every second. The reptilians are close to reloading these bows — you must act quickly if you are to avoid becoming the target of a second deadly volley.

  If you possess Kai-alchemy and wish to use it, turn to 277.

  If you possess Magi-magic and wish to use it, turn to 219.

  If you possess a Bow and wish to use it, turn to 136.

  If you possess neither of these Disciplines, nor a Bow, or choose to use none of them, turn to 82.

  310

  The moment you pass through the storm clouds, you enter a stratosphere that is bathed with magnificent light. Above the city's perpetual cloud layer lies a wondrous vista, an aerial realm that is calm and clear. The golden rays from two suns and the reflected light from twelve satellite moons, combine to bathe the thunderheads with a panoply of colour. You scan these heavens and see high above the dragonfly which is carrying Wolf's Bane. It is climbing towards a castle-like fortress that seems to rest upon a base of wispy cloud, defying gravity. Your enemy's flying mount enters the castle from below, passing through a gap in the underside of its cloudy base. Upon seeing his destination you urge your own winged mount to follow in his wake.

  Illustration XVII—Wolf's Bane's dragonfly enters the castle and you urge your own mount to follow.

  You enter the clouds and pass through an open portal, like some massive trapdoor located in the belly of this mystical stronghold. Beyond the portal is a cavern of stone, vaulted and substantial like the dungeons of a great castle. There is no sign of your enemy, save for his mount which is tethered to a wooden pier. You bring your dragonfly in to land upon this pier and then leap down from its back and examine the ground for tracks. You find what you are seeking and they lead you to an archway that opens upon a landing where three tunnels lead off in different directions. However, to your dismay, you discover that Wolf's Bane has deliberately spoiled his tracks; his footprints lead to all three tunnels.

  If you wish to explore the north tunnel, turn to 294.

  If you choose to explore the east tunnel, turn to 109.

  If you decide instead to explore the west tunnel, turn to 235.

  311

  Desperately you take cover behind a pollen cluster as the insect's lance-like proboscis comes hurtling towards your body.

  Solyx: COMBAT SKILL 45 ENDURANCE 40

  This creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

  You may evade this combat after four rounds by turning to 144.

  If you win the fight, turn to 186.

  312

  You dive to the ground, but the white beam is lightning fast and it glances your shoulder as you fall: lose 5 ENDURANCE points. You bite your lip to stifle a scream of pain as you hit the warehouse floor; then you scramble for the nearest cover — a heavy iron chest, banded and riveted with steel — to avoid leaving yourself exposed to another blast from this deadly weapon. The warrior follows your swift move and discharges a second beam from his spear which slams into the iron chest with stunning force. You gasp with horror as you see the side of the chest bulging towards your face. Its thick rivets tremble and its age-blackened skin smoulders with a sullen heat. Instinct takes over, making you roll away from the iron chest and seek cover elsewh
ere. As you move, the beam of light tears through the rear of the iron box and destroys the ground where, only moments before, your face had been.

  You call upon all of your camouflage skills to mask your body as you hurriedly seek a way to escape from this warrior and his sorcerous weapon. You reach the base of a large steel tank and scramble up a ladder fixed to its side. The top of the tank is stacked high with coiled ropes and you force yourself in amongst them. A few moments later you watch the warrior approach the smouldering remains of the iron chest. He is close enough now for you to see that his weapon is attached by a length of steel cable to a canister strapped to his back.

  If you possess a Bow and the Discipline of Magi-magic and have attained the Kai rank of Sun Lord, turn to 209.

  If you do not possess a Bow, or this skill, or if you have yet to attain the rank of Sun Lord, turn to 156.

  313

  As you move across the vault, you hear your would-be ambushers moving around in the cauldron above. You are near the centre of this dingy chamber, level with the hanging pot, when a glassy sphere filled with white liquid is dropped over the side. As it hits the slimy floor it explodes, spraying droplets of the white fluid in every direction. You are hit by this fine spray which instantly reveals your position to the creatures above.

  Pick a number from the Random Number Table. If you possess Grand Huntmastery and Assimilance, add 2 to the number you have picked.

 

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