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Trail of the Wolf

Page 7

by Joe Dever


  If you possess neither of these skills, or if you choose not to use them, turn to 228.

  63

  The Drakkar's swift reactions are handicapped by his heavy armour and your ball of invisible energy strikes him in the chest before he can shield himself. The force of the impact buckles his breastplate and brings him crashing to his knees. Groaning in agony, his ribs crushed by his dented armour, he topples backwards and tumbles down the stairs, felling his comrades like skittles as he careers through their ranks. The few who are not bowled over by their leader immediately open fire at you with their crossbows, and you are forced to seek cover behind the parapet. As you crouch beside Lone Wolf, a sudden shriek echoes across the observatory platform, making you glance over your shoulder in fearful anticipation.

  Turn to 264.

  64

  You unsheathe your Kai Weapon and steel yourself to meet the Kraan's attack. Cawing with hunger and rage, the loathsome creature hurls itself upon you in a desperate, vengeful attack.

  Helkona Kraan: COMBAT SKILL 35 ENDURANCE 40

  If you win this combat, turn to 157.

  65

  Mentally you recite the words of the Old Kingdom Spell Shield as you circle your right palm before your face. The spell is only just materializing when the speeding arrow strikes and penetrates this magical barrier, yet your swift action buys you the precious moments you need to dodge your head out of its path.

  To continue, turn to 56.

  66

  Hurriedly you drag the corpses of the dog and the Drakkarim into the dark alcove from where the Akataz first emerged. When you look around the floor of this shadowy niche, you discover a carpet of flea-infested sacking which you use to cover the bodies of your slain foes. Once they are hidden, you turn and hurry towards the stairs.

  At the top of these steps you discover a wide balcony and a door banded by criss-crossing strips of enamelled iron. The door is ajar, and the grey half-light of Gazad Helkona filters through its opening to illuminate the gloom of an entrance hall that lies beyond. Cautiously you enter the hall and cast your eye over its dank walls and high ceiling.

  The circular walls of this hall are bedecked with battered shields and torn banners, captured in battle during the Darklands War. Lit by the oily glow of a solitary sputtering Lantern, you can see a crude wooden table and two chairs in the middle of the hall. A pair of Bone Dice rests on the table and two Spears lie on the floor beside it. (If you want to keep any of these items, adjust your Action Chart accordingly.)

  You are looking around the walls when you notice an archway directly opposite the main entrance, leading to a flight of stone steps. Quickly you cross to the archway and ascend the steps to a landing on the level above.

  Turn to 6.

  67

  Instinctively you look to the crystal sphere, and your heart sinks when you see that the swirling black vapours are now oozing through the glassy surface. These sinister wisps of darkness draw together and swirl around the throne of bones like a small tornado. Then from the core of this whirlwind there issues a loud and hideous shriek that makes your blood run cold.

  If you have ever visited the city of Duadon in a previous Lone Wolf New Order adventure, turn to 255.

  If you have not, turn to 136.

  68

  You unsheathe your Kai Weapon and dig your heels into the dusty soil to steady yourself as the first of the huge swarm comes plummeting out of the sky to attack you.

  Helkona Direflies: COMBAT SKILL 40 ENDURANCE 35

  If you possess the Kai Weapon ‘Kaistar’, or ‘Raumas’, you may add the appropriate bonus gained from its unique properties.

  If you win this combat, turn to 199.

  69

  You call upon your knowledge of Old Kingdom magic and clench the fingers of your right hand before speaking the words that will consolidate the spell Invisible Fist. Then you jab your clenched fist at the Urgaroh and the spell is triggered. A concussive ball of energy streaks across the platform and slams into the creature, knocking it to the floor.

  To continue, turn to 148.

  70

  The screeching wall of noise ceases abruptly, and you open your eyes to see Xaol the Necromancer staring at you aghast. Frantically he snatches up a black iron staff that rests beside his throne of bones, and then he leaps from his seat with surprising agility. You reach for your Kai Weapon as he comes bounding towards you, his staff poised to thrust at your head. He lunges, not with a rod of iron but with a living serpent. The necromancer's staff has transformed into a deadly, hissing black snake. Hastily you retreat as the serpent's dripping fangs strike out for your throat.

  Illustration V—Frantically, Xaol the Necromancer snatches up his iron staff and leaps forward.

  Xaol the Necromancer (with Serpent Rod): COMBAT SKILL 50 ENDURANCE 40

  If you possess the Kai Weapon ‘Spawnsmite’ or ‘Valiance’ you may add the bonus that you gain from its unique properties during this combat.

  If you win the combat, turn to 178.

  71

  Instinctively you reach to your Weapons as the Kraan plummets towards you with its fearsome jaw agape, and its razor-sharp talons extended in readiness to slash at your body.

  If you possess Kai-alchemy and wish to use it, turn to 31.

  If you possess Magi-magic and wish to use it, turn to 311.

  If you have a Bow and wish to use it, turn to 277.

  If you possess neither of these skills, nor a Bow, or if you choose not to use any of them, turn instead to 64.

  72

  Calling upon your knowledge of Old Kingdom magic, slowly you clench the fingers of your right hand as you whisper the words of the spell Invisible Fist. Then you jab your fist at the Krorn's head and the force of your spell materializes with dramatic effect. The creature is spun off its wooden block and slammed face-first against the wall of the tower chamber. With a dull groan it slides down the grimy wall, leaving a trail of bloodied gruel smeared in its wake.

  Having incapacitated the tower lookout, you squeeze through the arrow slit and jump down into the chamber.

  Turn to 101.

  73

  You break away from this desperate fight and run across the platform towards Lone Wolf. The Urgaroh does not pursue you; it focuses upon its crystal rod and brings the power within its shaft surging to a peak once more. With a shrill caw of glee, the beast levels its cursed rod at you and sends a second bolt of energy speeding towards the centre of your fleeing back.

  Pick a number from the Random Number Table.

  If the number you have picked is 4 or less, turn to 24.

  If it is 5–8, turn to 344.

  If it is 9, turn to 227.

  74

  The crystal sphere is not an artefact of this world. It was forged in Dazganon, the dread fortress of the Dark God Naar, upon the ethereal Plane of Darkness. The supernatural forces that exist within this sphere enable Naar to exert total control over his agent Xaol. Your Kai senses inform you that the destruction of this sphere would deal a severe blow to the Dark God. It would rob him of a means by which his influence can prevail on Magnamund.

  Suddenly Xaol cries out in alarm, as if the evil necromancer has awoken from the grip of a nightmare. He snatches his hand away from the crystal sphere and points it at you accusingly. His dark eyes glare with madness when he spits out his chilling threat: ‘Foolish Kai. You are doomed. You and your weak master will never leave my hall alive!’

  In the next instant, the doors to the necromancer's hall crash shut and you are assailed by a terrible sound that fills your head with pain.

  If you possess Kai-screen, turn to 164.

  If you do not presses this Discipline, turn to 314.

  75

  Patiently you wait for the storm to abate. When finally the wind drops and the air sheds its dust, you are able to see the vast forest of Helkona stretching away to the northern horizon. It is a forbidding sight, a lifeless expanse of petrified trees that have been destroyed by poi
sons leeched from the blighted soil of the Darklands. You magnify your vision and you notice a crimson speck of light in the far distance. It emanates from the towers of Gazad Helkona, which you estimate to be no more than thirty miles away. The pinpoint glow of this blood-red light tells you that the fortress is occupied.

  It is a dark and cloudy night, but you have little difficulty making your way down the trail to the bottom of the hilly ridge. Even in the dead of night the skies above this region are dully illuminated by the reflection of volcanic fires that rage amidst the surrounding mountains. When you look to the east you can see the lava streams of the Kagazitzaga Range; to the west, the fiery spouts of the Kokozritzaga. As you press on towards the petrified timberland of Helkona, you can feel the tremor of their constant eruptions vibrating beneath your feet.

  To continue, turn to 232.

  76

  One of the bandits becomes curious and he glances behind the statue. When he sees you hiding in the shadows he yelps with surprise, and reaches for the sword sheathed in his belt. You beat him to the draw and lunge at his chest with your Kai Weapon, running him through. He sways on his feet, his knuckles white on his sword hilt; then his strength deserts him and he keels over backwards onto the hard stone floor. The wolfhound yelps and runs off, but the remaining bandit stands his ground.

  ‘Prepare to die, raven-bait!’ he spits, as he unsheathes his heavy sword from its leather scabbard.

  Wolfhound Handler: COMBAT SKILL 29 ENDURANCE 32

  If you win this combat, turn to 252.

  77

  The Drakkarim assault-troopers who are leading the attack are engulfed by a searing ball of yellow and orange flame. Then an entire section of the landing and stairs is destroyed by a huge explosion that rocks the observatory tower. You dive to cover Lone Wolf with your body, and your selfless action keeps him safe as fragments of masonry smash into the dome and broken glass rains down upon the observatory platform. When finally the dust and debris clear, you struggle to your feet and survey the surrounding scene of destruction.

  Turn to 307.

  78

  You recite the words of the Brotherhood Spell Levitation and feel yourself rising up from the base of the wall. You ascend through the billowing clouds of smoke and dust until you draw level with the top of this barrier; then you cancel the spell and step onto its parapet. Quickly you follow the parapet to a place where it joins with the outer wall, and here you jump down onto the battlements and advance towards a distant gatehouse tower. Through the murky air you glimpse an arched doorway in the tower wall and you run towards it.

  The door is unlocked and you are able to descend to ground level by way of a spiral staircase, but as you reach the foot of these stone steps, you are confronted by two Drakkarim who come striding into the tower through an open arch. With grunts of shocked surprise, the two leather-clad warriors snatch their swords from their belts and attempt to cut you down.

  Helkona Drakkarim: COMBAT SKILL 30 ENDURANCE 35

  If you win this combat, turn to 14.

  79

  Your Magnakai Discipline of Curing warns you that most of the berries and herbs stored here are either poisons, narcotics, or sorcerous plants. Of the twenty jars on the shelf, you are able to identify only one that can cure or heal. It is Obhanthor (a healing spice that will restore 5 ENDURANCE points per dose when eaten with a Meal).14

  There is sufficient Obhanthor stored in the jar to provide you with 2 doses. If you wish to keep this curative, remember to adjust your Action Chart accordingly.

  To continue, turn to 95.

  [14] The Obhanthor takes up one Backpack slot. You may use it at any time during the game if you possess a Meal and wish to use it, or if one can be obtained by the use of Grand Huntmastery.

  80

  Your Kai Weapon tumbles through the air and strikes the Urgaroh squarely in the chest. The force of the impact lifts the creature off its feet and sends it somersaulting backwards to land in a broken, untidy heap. As it struggles to wrench your blade from its chest, you rush forward and grab the hilt of your weapon, twist it, and drive it deeper into the foul beast to seal its doom. The Urgaroh shrieks in agony and rakes your arm with its claws (lose 2 ENDURANCE points). As you pull away, you tug your weapon from the Urgaroh's chest and the creature emits a chilling scream. Then its body spontaneously ignites and burns fiercely, giving off a choking black smoke.

  Above the noise of the wind that rushes through the shattered glass dome, you hear angry cries and the stomp of booted feet. The Drakkarim have regrouped and are storming the stairs once more, their numbers swelled by a score of Giaks and Hammerland bandits. Driven by instinct, you sheathe your Kai Weapon and pick up the Urgaroh's crystal rod which lies near your feet; then you turn and rush to the head of the stairs. You can feel the evil power that is held within the rod's slender shaft, but you are unsure how you may unleash it upon the enemy who are now racing up the stairs.

  If you possess Telegnosis, turn to 298.

  If you do not possess this Discipline, turn to 42.

  81

  At first glance these purple buds resemble tiny blackberries with prickly leaves and clusters of small fleshy drupelets, but on closer inspection you discover that they give off a pungent aroma that makes your eyes water.

  If you possess the Discipline of Herbmastery, turn to 202.

  If you do not, turn to 179.

  82

  Despite your best efforts, you are unable to pick this lock. Reluctantly, you step away from this door and cast your eye over the other two portals.

  If you wish to examine the left door, turn to 342.

  If you choose to investigate the right door, turn to 166.

  83

  You retreat from the fissure and return across the killing zone to the edge of the petrified forest. You are feeling disheartened by your unsuccessful attempt to gain entry to the fortress, but you do not allow this disappointment to weaken your determination to succeed. After resting for a few minutes, you resolve to enter Gazad Helkona by another route.

  Before you make your second attempt to enter Xaol's stronghold, you must now eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).

  To continue, turn to 62.

  84

  The fearsome reptilian smashes its way through the jagged hole in the dome and comes loping across the observatory platform towards you. Maniacally, it lashes out at you with its glowing rod, forcing you to back away to avoid being decapitated by its razor-sharp tip. You duck below its barrage of frenzied blows and launch a scything swipe at the creature's torso. Your blade sunders its mouldering robes, but when it fails to cleave its flesh, your adversary comes back at you with a vengeance.

  Illustration VI—The fearsome reptilian lashes out with its glowing rod.

  Urgaroh: COMBAT SKILL 42 ENDURANCE 40

  This enemy is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Spawnsmite’ or ‘Valiance’, you may add the bonus gained from its unique properties during this combat.

  You may evade this combat after three rounds by turning to 73.

  If you win the combat, turn to 100.

  85

  You take the key from your Backpack and insert it into the rusty lockplate. A twist of the key anticlockwise disengages the lock and you push open the heavy door and enter. Inside you discover a communal latrine that reeks of fecal decay. Vast pillars support its high ceiling which is festooned with animal skulls and bones. At first glance there appears to be no other exit from this chamber.

  If you wish to search this foul latrine, turn to 219.

  If you do not wish to stay here, turn to 118.

  86

  You have climbed no more than twenty steps when a crossbow bolt ricochets off the stone parapet and gouges your scalp: lose 2 ENDURANCE points. The sudden shock and the stinging pain of your wound spur you to an even greater effort. Your legs pound the stairs like steam pistons as you strive to avoid bei
ng captured by the murderous Drakkarim.

  Turn to 320.

  87

  A cold wind arises from the north as dusk gives way to darkness. It whips the sulphurous dust into whirling eddies that skitter across the valley floor and dissolve into the encroaching gloom. Determinedly you trudge towards the mouth of the gully, your head lowered and your cloak drawn close about you to counter the blasts of grit that sting your face and hands. On entering the dry ravine you discover that its walls provide some protection from the wind-borne dust, but your movements are hampered as you sink knee-deep into the fine yellowish powder that has pooled in the base of the gully.

  If you possess Grand Huntmastery and have attained the rank of Kai Grand Guardian, turn to 186.

  If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 29.

  88

  You draw upon your Magnakai Discipline of Psi-screen to construct a defensive wall around your mind, but despite your speedy action, you are deeply shocked by the power and sheer ferocity of Zorkaan's psychic assault. You reel under the bombardment of his incorporeal powers as they batter your hasty mental defences (lose 5 ENDURANCE points), but you steadfastly refuse to submit to his will. By so doing you are able to survive this terrifying assault. As the attack withers and fades, you sense Zorkaan explode with anger and frustration at having been thwarted by your formidable resolve.

 

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