The Prisoners of Time
Page 14
Turn to 86.
279
With panther-like grace you swing clear of the cliff wall, grab hold of the ledge with both hands, and pull yourself over the obstacle. The remainder of the climb is easy by comparison and you soon reach the top to find yourself standing in the shadow of the huge dragon gate. Two iron-banded doors set into the stone offer access to the city. They are unguarded and you enter and walk undetected along the flagstoned street beyond.
Illustration XVII—Behind the huge black bird, the scarlet warrior's winged steed, lies the temple of the Sandai, guarded by two armour-clad creatures.
Few walk the shadowy avenues of Haagadar; the atmosphere is so thick with the smell of salt and sulphur that those whom you do pass are unrecognizable behind the damp pads they press to their faces to ward off the cloying stench. The dimly lit street ends at a central square where you witness two encouraging sights. Roped to a stone monolith at the centre of the square is a huge, black bird — the scarlet warrior's winged steed. Behind it, rising in flat-topped tiers, is the Temple of the Sandai. Two armour-clad creatures stand guard at the entrance, their rusty helmets crudely adapted to fix their face pads in position. You sense that the Lorestone is here within the temple, and you scan every inch of it in the hope of finding an unguarded entrance. There are no other doors, but a circular, chimney-like vent protrudes from the middle of the highest tier.
If you decide to climb to the top of the temple and attempt an entry through the vent, turn to 217.
If you wish to cover your face and attempt to bluff your way past the guards, turn to 38.
280
The golden-skinned giants scowl with disdain when you offer no reply. Their leader draws a silver rod from his lizard-scale vest, levels it menacingly at your chest, and slowly repeats the words he has spoken.
If you possess a Silver Rod, turn to 39.
If you do not possess this Special Item, turn to 67.
281
The Zhengha approaches with deadly grace, its huge, grey-green wings bearing it along at marvellous speed. Wisps of smoke trail from its fanged mouth and its emerald eyes sparkle like a pair of evil jewels. It circles you once to consider its action before diving to attack.
If you have a Bow and wish to use it, turn to 193.
If you wish to draw a hand weapon and prepare to defend yourself, turn to 62.
282
The two Ookor scurry across the planks and you follow closely on their heels, running half-crouched to make use of the cover afforded by the parapet of the bridge. You reach the centre of the bridge and are relieved to see that the damage is not beyond repair; whoever did this wanted to delay not destroy. T'uk T'ron signals to his guards to come and lend a hand with the repairs, but as soon as they leave the chariots a chilling howl echoes from the nearby trees. ‘Agtah!’ moans T'uk T'ron, his voice a whisper of fear. ‘Creatures of chaos!’
A shiver runs down your spine when you see them. Lumbering hordes of twisted shapes lurch from the trees on either side of the bridge and stagger drunkenly towards the chariots. They appear to be neither animal nor human but a ghastly fusion of the two. Now only two drivers remain with the onipa teams and T'uk T'ron is quick to see the danger. He commands the guards to return and leads them back across the bridge with his crystal sword held high.
If you wish to follow T'uk T'ron and help him defend the chariots, turn to 273.
If you decide to stay where you are and attempt to repair the bridge, turn to 176.
If you wish to abandon the Ookor and escape across the bridge on foot, turn to 10.
283
Your Kai skill alerts you to the possibility of an ambush. A group of hostile creatures are approaching the thicket, drawn by the sound of an alarm, inaudible to human ears, which you set off by touching the monolith.
If you wish to evade these creatures, turn to 135.
If you decide to stay and confront them, turn to 343.
284
You take aim at the creature's gaping maw as it comes sweeping down to attack.
Pick a number from the Random Number Table, and add to it any missile bonuses you may have.
If your total is now 0–4, turn to 220.
If it is 5–8, turn to 127.
If it is 9 or more, turn to 21.
285
Odel replenishes a quiver of bolts that he carries on his hip and checks that the crossbow he wears strapped to his forearm is functioning properly. Satisfied, he folds away its hinged bow arms, and then slips a brace of throwing knives into the tops of his boots. ‘Are you ready?’ he asks, as you finish adjusting your equipment. ‘Yes,’ you reply, confidently. ‘Let's go.’
You leave the encampment by slipping over the perimeter wall, and quickly merge like shadows into the thick forest beyond. The giant trunks support a canopy of dense foliage that blocks out most of the light and keeps the forest floor bathed in a perpetual twilight. A carpet of moss muffles your footfalls and the only foliage that grows in abundance is a bushy velvet lichen patterned with orange-headed, tooth-sized growths.
If you possess the Magnakai Discipline of Curing, turn to 36.
If you do not possess this skill, turn to 163.
286
Your Arrow tears into its eye, splitting it open like a burst egg. It ends its flight buried deeply in the creature's brain, bringing death in an instant and sparing the beast the agony of its terrible wound.
Turn to 245.
287
Despite his attempts to save himself, your shaft penetrates his chainmail vest and sinks deep into his side. He screams in pained surprise before wrenching the offending shaft from his body and hurling it back at you with contempt. His fortitude is impressive but you can tell that he has suffered a serious wound. Feverishly he scoops the Lorestones into a small velvet sack tied to his sword belt, while you shoulder your Bow, draw a hand weapon, and run forward to prevent his escape.
Turn to 206.
288
‘It is the cruelty of the Chaos-master that saddens me so,’ she says in a whisper, as if fearing to be overheard. ‘Before his coming, the Plain of Guakor was ruled by a great warrior called Sinay, whose only fault, it was said, was a surfeit of pride. He loved me and wished for the union of our realms, but, alas, his love was unrequited; the joining of Guakor and Vhozada was not to be. To win my love and restore his injured pride, Sinay struck a bargain with the Chaos-master, for in keeping with the paradoxical nature of that god, he is obliged to indulge in the granting of wishes to those who would dare demand them of him. The Chaos-master wove a spell to enchant me and Sinay was granted his wish: I became enamoured of him. But the bargains of the Chaos-master are in keeping with his nature — they are cruel and fickle. Upon the hour of our wedding he appeared and demanded that Sinay pay for his wish by ceding him half his realm. He was refused, and in retribution he imprisoned me here in this tower and wrought upon Sinay such physical mutation that he fled Guakor and hid himself in shame.’
‘Do you know what became of him?’ you ask.
‘Yes,’ she replies, sadly. ‘He is the ruler of a new realm. He has regained his power but his body is forever a cruel reminder of his pact with the Chaos-master. He is the one who sent you to me — he is the Beholder of Yanis.’
Turn to 345.
289
You watch the dead beast splash into the water, and then focus your attention on the battle now raging around the chariots. The situation looks desperate: T'uk T'ron and his guards are hard-pressed to keep the Chaos-creatures from breaking through to the bridge. You see the Ookor captain slay a loping, pig-like monster; then he moves towards you, waving his sword and shouting something you cannot hear clearly.
If you wish to find out what T'uk T'ron is saying, turn to 254.
If you decide to abandon the Ookor and his guards and escape across the bridge, turn to 10.
290
The ghostly forms possess the faces of every enemy you have ever slain. They twist and contort beneath
your gaze, their empty eyes burning with cold blue flames as they return your stare. Frantically you draw on your psychic reserves and succeed in shielding your mind from the shock of this haunting confrontation.
Turn to 175.
291
You focus your Kai skill on the Beholder and try to fathom if his intentions are for good or ill. You sense he possesses immense powers, both physical and psychic, which radiate from his body like the rays of an invisible sun. You concentrate on this power but all you can discern is that he is capable of using it to further both good and evil.
Turn to 152.
292
As you continue along the track, the strange trees make you feel uneasy, doubly so because they are totally motionless. Soon you come to a clearing where a large bore-hole has obliterated the path. You decide to investigate the hole and, as you peer into the blackness, you hear a thin, wailing cry far below.
If you wish to shout into the hole, turn to 141.
If you wish to hurry away from the hole and leave the clearing, turn to 138.
293
A gush of psychic energy floods your mind. It washes over your thoughts, searching for some evidence of hostile intent. You fight to resist this intrusion and the wave quickly recedes, but it leaves you shivering with the chill of psychic shock: lose 2 ENDURANCE points.
Turn to 314.
294
You hurry towards the woods that line the valley, hoping the trees will hide you from the watchful eyes of the guards as you skirt the city wall. But your presence has already been noted by a lookout stationed high in the grey tower, who saw you standing at the top of the hill. He has sent word to the gate guards to prepare a special patrol.
Illustration XVIII—Five chariots driven by a score of Ookor guards charge out of the city and come thundering across the grassland towards you.
Five chariots, drawn by fearsome beasts that are only a little like horses, charge out of the city and come thundering across the grassland. Your first reaction is to run for the forest, but the chariots are moving at a terrific pace and you know they could ride you down before you reached the trees. Their riders whoop with glee as they spread out to encircle you.
If you have a Bow and wish to use it, turn to 46.
If you wish to unsheathe a hand weapon and prepare to defend yourself, turn to 278.
If you decide to raise your hands in surrender, turn to 94.
295
Your Kai skill saves you from ending your days in the stomach of this giant Guakor Lizard. It growls menacingly, before turning and retreating to the shelter of its lair among the boulders.
Turn to 265.
296
Silently you slip your Bow from your shoulder and draw an Arrow. The creature is close: you can sense it getting ready to pounce. Then, with matchless speed and skill, you twist around and shoot your Arrow beneath the bridge. A loud yelp of pained surprise issues from below and you catch a glimpse of a hairy, misshapen creature tumbling into the river with your shaft driven deep into its forehead.
Turn to 289.
297
The torrid winds sweep across the landscape with increasing ferocity, forcing you to protect your eyes from the gusts of sharp, stinging sand. The need to find cover takes priority when you sense that the winds are merely the prelude to a storm. To remain here in the open could prove a fatal mistake.
Peering through your fingers you try to find somewhere to take shelter. To your left, in the middle distance, you can see what appears to be a mound of volcanic stone slabs; to your right, but further away, you notice a shallow gully running lee to the wind.
If you wish to take shelter behind the mound of stones, turn to 212.
If you decide to shelter in the gully, turn to 89.
298
The three creatures bellow and growl as your blows find their way between their plates of armour, and they retaliate by lashing you with their suckered tentacles. Their attacks are ill-aimed and clumsy, but wherever one of their rubbery limbs touches your body it leaves an angry red weal.
Octagtah: COMBAT SKILL 12 ENDURANCE 43
Unless you possess the Magnakai Discipline of Curing and have reached the Kai rank of Mentora or higher, add 2 to any ENDURANCE point losses you sustain during this combat, owing to the poisonous lash of their tentacles.
If you have not already visited Baylon's Tomb, you may evade combat at any time by running towards it: turn to 166.
If you win the combat, turn to 133.
299
You jump clear and hit the bank with a jolt that leaves you breathless. The ground is soft but there are many boulders embedded along the river's edge and, as you roll down the slope, you cannot avoid colliding with some of them.
Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, deduct 2 from the number you have picked.
If your total is now 3 or less, lose 2 ENDURANCE points. If it is 4–6, lose 3 ENDURANCE points. If it is 7–9, lose 4 ENDURANCE points.
Make the necessary adjustments to your Action Chart before turning to 165.
300
‘I must search that tomb,’ you say, staring fixedly at the huge door that dominates the Sepulchre's blue-grey sculptured facade. Odel frowns and casts his eyes nervously at the surrounding mist. ‘I cannot enter,’ he says. ‘I am not of clan blood. If you choose to go through that door you must go alone.’
You sense that nothing will induce Odel to break his clan law, but you are anxious not to lose a valuable guide. ‘When I enter the Grand Sepulchre will you wait for me here?’, you ask, hoping he will agree. Silently he considers your request. ‘Yes,’ he says, without enthusiasm. ‘But search swiftly. The creatures of chaos are close. I can feel it in my blood.’
You exchange stern smiles then hurry away through the knee-deep mists, towards the great door.
Turn to 131.
301
The area around the monolith is deserted, but it is not long before the ape-like creatures step from the shadows of the trees and surround you in a wide circle. One of their number utters a strange twittering sound, and then narrows his eyes and tilts his head from side to side as if he expects you to answer his call.
If you possess the Magnakai Discipline of Pathsmanship and have reached the rank of Scion-kai, or if you possess the Magnakai Discipline of Animal Control, turn to 309.
If you have neither of these skills, turn to 108.
302
As your blade cleaves his black heart in two, the Chaos-master gives voice to an unearthly howl, loud enough to waken the dead. His great body stiffens and his skin writhes and shimmers, making it impossible to discern any detail. Then suddenly it fades until all that remains to record that he ever existed is the lingering stench of his spilt blood.
Turn to 144.
303
You pull away from the packleader and roll under a chariot to avoid its continued attack. But it is determined to kill you and, with a shrill howl, it launches itself blindly at your legs. You avoid the lunge and scramble to your feet, your weapon poised to strike as soon as your pursuer appears. Snarling, the green face bobs out close to the wheel. For an instant its red eyes glare insanely, before, with one swift blow, you cleave its scaly neck in two.
Turn to 254.
304
Your reflexes save you from the deadly dart — it hisses past your head and buries itself harmlessly in the soft forest floor. Odel spins on his heel and points at the canopy of branches with an outstretched arm. There is a metallic twang, and the steel drawstring of his crossbow propels its bolt deep into the scaly belly of an Agtah sniper perched high above. It utters a piercing shriek and tumbles to the ground with a sickening thud.
You compliment your guide on his bow-skill and join him as he moves forward to search the dead body.
Turn to 178.
305
Your much improved Kai skill enables you to understand the language that these beings are speaking. They want to
know why you are trespassing on their hunting ground and how you came to be here, alone and without any means of transportation. You sense that they speak not in their native tongue but in a language they assume to be yours.
If you wish to tell them that you are from the world of Magnamund and that you arrived here after falling through a Shadow Gate, turn to 156.
If you choose to ignore their questions and remain silent, turn to 132.
306
Breathless and bleeding, the warrior evades your skilful attacks by leaping for the rope ladder and holding fast. From there he shouts a command and the giant black bird takes to the air, lifting him off the roof. A wave of panic engulfs you. In desperation you leap up and strike a blow at the velvet sack swinging from his belt. He tries to fend off your attack but his position is precarious. Your blow strikes home, slitting open the velvet and gashing deep into the back of his gloved hand. He drops his sword and one of the two Lorestones tumbles from the sack and falls into the graveyard below, coming to rest close to the door of the Sepulchre. Yet he manages to save the second Lorestone from falling and, with a parting curse, you watch as he is lifted above the trees and carried away into the cold, grey sky.