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Trail of the Wolf

Page 17

by Joe Dever


  305

  This sturdy oaken door is studded with iron nails and inset with a large iron lockplate. You twist the enamelled doorknob and discover that it is locked.

  If you possess an Iron Key and wish to use it, turn to 93.

  If you do not possess this Backpack Item, or if you choose not to use it, turn to 203.

  306

  Patiently you wait until the avenue is clear; then you leave the tower archway and hurry across to the iron door. This heavy portal has no lock or latch, and when you push against it with the sole of your boot, it creaks open on its dry hinges.

  Inside you discover a large circular hall, dimly illuminated by a phosphorescent mould that encrusts the walls and high ceiling. The centre of the hall is dominated by a large pyramid of hard-packed cinder ash. Pairs of black iron rings are cemented into each face of the pyramid, and the skeletal remains of three humans hang from manacles attached to these rings. On the far side of the hall is a wide flight of iron steps that ascend to a dark portal. Standing on either side of this shadowy exit are columns of red-veined obsidian, engraved with glowing silver runes.

  Illustration XVIII—You see skeletal remains hanging from manacles in the dimly-lit room.

  If you wish to approach the pyramid and examine the skeletons, turn to 51.

  If you wish to investigate the dark portal, turn to 135.

  307

  The observatory platform is littered with chunks of rock and shattered glass. You peer over the parapet and, through the plume of grey smoke that is coiling up the shaft, you see that the lower landing no longer exists. Along with adjoining sections of the staircase, it has been transformed into a vast mound of rubble that lies heaped at the bottom of the shaft. The few enemy troops who have survived the explosion can no longer reach the observatory, but as you watch them attempting to recover the bodies of their fallen comrades, it crosses your mind that the explosion has also destroyed your only known exit from the roof.

  You retreat from the parapet and resume your attempt to revive Lone Wolf. At first the signs are not good; his breathing is shallow and his skin has a sickly pallor. But then you notice that his eyes are moving beneath their closed lids and you sense that he is emerging from coma.

  If you possess Deliverance, turn to 123.

  If you do not possess this Discipline, turn to 10.

  308

  You wait until the way is clear before you leave the doorway and hurry across the street towards the stairs.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 91.

  If it is 5–9, turn to 256.

  309

  You draw upon your mastery of Kai-screen to build a defensive wall around the core of your mind, but despite your 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 3 ENDURANCE points), but you steadfastly refuse to submit to his will and 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.

  To continue, turn to 243.

  310

  You scramble to your feet and run headlong into the forest, but the giant swarm follows and it attacks repeatedly as you dodge and weave through the tangle of warped trees. Twice you are bitten, on the back and shoulder (lose 2 ENDURANCE points), before you decide to stop running and retaliate.

  You unsheathe your Kai Weapon and turn to face the buzzing swarm but, to your surprise, they disperse and fly away before you are able to land your first blow. At first you think that it is your brave stand that has frightened them off, but it is not until you look to the north that you discover the real reason why the swarm has suddenly fled.

  Turn to 115.

  311

  Drawing upon your knowledge of Old Kingdom magic, you clench the fingers of your right hand and speak the words of the spell Invisible Fist. Then you jab your clenched fist at the swooping Kraan and the force of this ancient spell slams into the creature's open mouth. The beast is stunned and bloodied by the invisible blow. Cawing with pain and anger, it aborts its dive and circles warily around the chamber. Then, with a vengeful shriek, it hurls itself at you in a wild and desperate attack.

  Kraan (with wounded jaw): COMBAT SKILL 32 ENDURANCE 38

  If you win this combat, turn to 157.

  312

  You force the blade of your Kai Weapon into the crumbling mortar and lever the panel open. As it falls away from the alcove wall, there is a sudden searing flash of white light and a deafening explosion that sends you tumbling to the ground: lose 3 ENDURANCE points.

  As you scramble to rise, you hear the iron door squeak open followed by the scrape of booted feet on the flagstoned floor. You sense that three armed men have entered the chamber and they are moving closer in an attempt to surround you. You cannot see them for you have been blinded by the blast, and so you must now rely on your other senses as you prepare to fight them to the death.

  Hammerland Bandits: COMBAT SKILL 32 ENDURANCE 36

  Due to your blindness, you must reduce your COMBAT SKILL by 15 for the duration of this fight.

  If you win the combat, turn to 253.

  313

  Lone Wolf opens his eyes, and a faint smile creases his gaunt features when he sees your face looming before him.

  ‘So I'm still alive,’ he says, with a tone of gentle surprise. ‘Naar will be disappointed.’

  He raises his arm and you take hold of it and help him rise unsteadily to his feet. He surveys the devastated observatory and you sense that his agile mind is scrutinizing every detail. He reaches for his scabbard and breathes a heavy sigh of relief when his hand closes around the hilt of the Sommerswerd.

  ‘I trust my blade found its mark?’ he asks.

  ‘Aye, my lord,’ you reply. ‘Your timely action consigned Zorkaan to oblivion, and saved my life. For that I will be forever in your debt.’

  ‘And I in yours, Grand Master,’ he replies, earnestly. ‘I sense that I would not be drawing breath now if it were not for your bravery.’

  Hurriedly you inform your leader that Guildmaster Banedon and his flying ship are presently hidden in the Shezar Hills, awaiting his telepathic signal. Silently he acknowledges your words with a nod of his blond head, and then he closes his eyes. You sense rapid bursts of powerful psychic energy surging away from Lone Wolf and, moments later, he reopens his eyes and smiles.

  ‘It is done,’ he says, confidently. ‘Banedon will be here shortly. Come, we must prepare for his arrival.’

  To continue, turn to 110.

  314

  Desperately you draw upon your Magnakai Discipline of Psi-screen to protect the fabric of your inner mind from this powerful psychic assault. Your defences knit together and form a wall that repels this attack, but not before you have suffered a painful psychic trauma: lose 4 ENDURANCE points.

  To continue, turn to 70.

  315

  Beyond the door you can see the flagstoned approaches that lie within the main gate. Hammerland bandits draw pails of dirty grey water from a well by the south wall, and a patrol of sour-faced Drakkarim marches past them with their spears couched untidily on their shoulders.

  You scan the streets of this city-fortress and note that there are no individual dwellings here. The buildings of Gazad Helkona are grouped into four vast hexagonal blockhouse complexes, each topped by a cluster of minarets and spires. They are connected to one another by bridges that span the wide avenues between. At the centre of the stronghold is a massive octagonal citadel. A broad ramp leads to its portcullised gate which is guarded by fifty armoured sentries. As you observe the citadel, you sense a powerful concentration of evil lurking somewhere within its jet-black walls. Its highest level is dominated by a domed observatory which emits a pulsating crimson light. Your Sixth Sense tells you that Lone W
olf is being held captive somewhere within this edifice, and it hardens your resolve to rescue him.

  You quickly determine that the citadel gate is too heavily defended for you to dare risk entering by such a direct route. Instead, you resolve to get into this stronghold by one of the bridges that connect it to the surrounding blockhouse complexes. The nearest blockhouse is 100 yards from the doorway, and you can see two possible ways to enter. There are a pair of iron doors at ground level, and a staircase which leads up to a balconied landing.

  If you wish to investigate the double doors, turn to 162.

  If you decide instead to try the staircase, turn to 308.

  316

  You sprint across the narrow bridge and leap over the central gap, but your jump is poorly timed and you collide with the edge of the lowered drawbridge. You are winded and bruised by the impact (lose 2 ENDURANCE points), but you cling desperately by your fingertips to the swinging drawbridge and manage to prevent yourself from tumbling backwards to the avenue below.

  Gasping for breath, you pull yourself slowly onto the bridge and then scramble to the safety of the citadel platform. Here you pause for a few moments to regain your composure; then you check that the coast is clear before entering the citadel of Gazad Helkona.

  Turn to 200.

  317

  The Drakkar's reactions are handicapped by his heavy armour, and he is beaten by the speed and accuracy of your shot. Your Arrow strikes him in the throat before he can raise his shield, and it brings him crashing to his knees. Groaning in agony, his gauntleted fingers scrabbling uselessly at your feathered shaft, 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, forcing you to dive for 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.

  318

  You issue a mental command to the wolfhound to run past your hiding place, but simultaneously the two bandits shout at the dog to return to them at once. Confused by these conflicting orders, the wolfhound begins to shake its large head and howl pitifully.

  Pick a number from the Random Number Table. For every level of Kai rank you have attained above the rank of Kai Grand Sentinel, add 1 to the number you have picked.

  If your total score is now 4 or less, turn to 141.

  If it is 5–7, turn to 247.

  If it is 8 or more, turn to 152.

  319

  Successfully you use your mental powers to resist the giant spider's attempt to hypnotize you. The creature senses that you are immune to its gaze and it becomes agitated and angry. It raises its great hairy forelegs and, from a vent beneath its fearsome maw, it squirts forth a jet of clear fluid. Instinctively, you dive aside to avoid being struck by the sticky liquid and it splashes harmlessly into the trees. As you scramble for the cover of a fallen bough, the angry spider swivels itself in your direction and moves closer.

  If you possess a Bow and wish to use it, turn to 207.

  If you possess Kai-alchemy and wish to use it, turn to 324.

  If you possess Magi-magic and wish to use it, turn to 190.

  If you possess neither a Bow nor any of these Disciplines, or if you choose not to use them, turn to 279.

  320

  Gasping for breath, you reach the top of the stairs and stagger onto a circular steel platform. Through the giant windows that encircle this observatory landing, you look out across the grim grey vista of Gazad Helkona and marvel at its terrible splendour. The surrounding acres of iron and stone are bathed by glowing waves of crimson light. These pulses emanate from a huge crystal set atop the observatory dome. It is a sorcerous gem and it was placed here by Darklord Chlanzor's Nadziranim, his dark wizards, as a beacon to guide home his fearsome squadrons of Kraan. As you stare up at this evil stone, you draw some comfort from the thought that soon its radiant light may help guide Guildmaster Banedon's flying ship to your rescue.

  You place Lone Wolf behind the parapet near the top of the stairs; then you risk another look down into the shaft. You see that the Drakkarim have taken up a position on the landing below where they are waiting for you to present yourself as a target. The moment your head appears over the parapet, they reward your curiosity with a volley of crossbow bolts.

  Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1. If your current ENDURANCE score is 15 or lower, deduct 2.

  If your total score is now 3 or lower, turn to 137.

  If it is 4–6, turn to 254.

  If it is 7 or higher, turn to 46.

  321

  The pain of your chest wound fires you into action and you retaliate with deadly effect. You tug your Kai Weapon from its scabbard and deal the clumsy Krorn a swift and fatal wound to the heart. Yet the exertion of striking this blow robs you of your remaining strength and you fall to the floor, gasping for breath.

  If you possess Deliverance, turn to 138.

  If you do not, turn to 275.

  322

  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 centre door, turn to 218.

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

  323

  You are about to hurl the rod away when a sudden explosion of light obliterates your senses. The Urgaroh's crystal staff has erupted in a devastating fireball that tears you apart, killing you instantly.

  Tragically, your life and your mission end here, upon the platform of the observatory tower of Gazad Helkona.

  324

  You whisper the words of the Brotherhood Spell Lightning Hand and level your right arm at the fearsome spider. A crackling bolt of energy leaps from your fingers and connects with the creature's skull, making it shriek with agony. Your magical attack has wounded the beast, but not deterred it. Angered and in pain, this fearsome abomination comes scuttling towards your hiding place with a frightening turn of speed. Swiftly you unsheathe your Kai Weapon and steel yourself to repel its vengeful attack.

  Skryza (wounded): COMBAT SKILL 45 ENDURANCE 40

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

  You may evade this fight after four rounds by turning to 21.

  If you win the combat, turn to 340.

  325

  As you are struggling painfully to your feet, you suddenly become aware of the arrival of a new and powerful evil in this hall. Instinctively you look to the crystal sphere, and your heart sinks when you see that its 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.

  Illustration XIX—Swirling black vapours ooze through the surface of the crystal sphere.

  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.

  326

  By the use of your mastery of Elementalism, you cause a misty vapour to rise slowly from a stone trough positioned inside the main door. The Drakkarim soon notice this vapour and leave their game to investigate its source. Hidden by the pillars, you are able to skirt around the hall unseen and leave through the archway. As you ascend the steps to a landing on a level above, you hear the Drakkarim returning to their game of dice in the hall below.

  Turn to 6.

  327

  Silently you tiptoe out from behind the statue without being seen, but suddenly the wolfhound lets out a pitiful howl and the bandits glance in your direction
. Wide-eyed with surprise, they turn to face you, their hands moving slowly to the swords that are sheathed in their belts.

  If you wish to attempt to bluff your way past these bandits, turn to 281.

  If you decide to attack them, turn to 2.

  328

  Instinctively you duck your head out of the path of the speeding bolt, but as you pull away, it grazes your shoulder and badly burns your skin: lose 2 ENDURANCE points.

  To continue, turn to 287.

  329

  Bruised but unbowed, you pull yourself to your feet and attempt to scale this wall a second time.

  Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess a Rope, add 1.

  If your total score is now 4 or lower, turn to 249.

  If it is 5 or higher, turn to 94.

  330

  When your strength fully returns, you make a search of the watchtower chamber and you discover the following items:

  Iron Key

  Sword

  Halberd (Spear)

 

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