If you manage to defeat these powerful guardians, turn to 642. (Special achievement: If all four guardians are defeated before they reach the final arrow, turn to 513.)
601
A man knocks into you, seemingly by accident. You draw away as he grunts an apology, then you feel the sharp pain coming from your arm. Looking down you see a cut and black blood oozing out onto your sleeve.
The man stops, a burly-looking figure swathed in furs and leather. He lifts a knife to his nose, sniffing the blood on its blade. ‘So, I found ya,’ he says gruffly. He shifts round, his bearded face glistening with frost. A pair of black glasses cover his eyes, mirroring your surprised expression. ‘Yeah, no mistakin’ that stink – and corpse blood too.’ In various straps and belts you see an array of weapons – pistols, daggers, short swords.
‘You have me mistaken,’ you reply, taking a step away. Your eyes scan the rest of the alley. All of a sudden it has gone quiet – empty. You can smell trouble.
‘White Wolf Trading Post,’ he scowls, tossing the knife aside. ‘You’re the one who dusted old Jackson. Bounty on yer ’ed now – and I’ll be the one takin’ it.’ The man draws two short blades from his trappings, then springs forward with surprising speed, slicing his weapons through the air. It is time to fight:
Speed Brawn Armour Health
Bounty hunter 7 4 3 60
Special abilities
Daring duellist: If you use a speed or combat ability, roll a die. On a or result, the hunter deflects your attack. This cancels your ability (it can no longer be played during this combat) and inflicts 1 die of damage to your hero, ignoring armour. Passive and modifier abilities can be used as normal.
If you manage to defeat this mean mercenary, turn to 201.
602
Skoll turns his head, taking in the extent of the destruction. Deep cracks now run across the ground, having torn through the panelled floor. The left side of the hall has collapsed inwards, the ceiling little more than a skeletal framework of toppled beams. Wisps of snow fall from the exposed winter sky, dusting the wreckage with a glistening sheen.
‘Drokke.’ Aslev falls to one knee, his head lowered in reverence. He speaks in Skard, his words guttural and sharp. You sense their meaning, an apology for having failed his leader – for breaking his vow to protect Vindsvall.
Skoll answers in common, perhaps for your own benefit. ‘Silence your words, einherjar – save them for the songs of this day. Look around. I see only stone and wood. This is not the flesh of our people. This is not the blood of the Ska-inuin. We have lost nothing to cause us shame.’ He strides past the kneeling einherjar, his gaze shifting to the struggling figure trapped beneath the statue.
‘What is this?’ he barks with contempt.
‘Gurt Bloodaxe, my lord,’ slobbers the flabby man. ‘I lead the einherjar – if it wasn’t for my actions, this hall would have fallen long ago. My bravery, my skill has . . .’
Skoll lifts a hand. ‘Silence!’ His thick fingers explode into golden light. With a flick of his wrist the wooden statue is sent flipping through the air, shattering to pieces against the far wall. The freed warrior lies panting and sweating on his back, eyes bulging from his piggish face.
‘Th . . . thank you,’ he dribbles. He struggles to get up, his legs kicking feebly beneath his rotund belly.
‘You are free to leave,’ says Skoll coldly. He glances back at Aslev. ‘This one is nameless. Be sure he does not return to Vindsvall or I will hang his craven soul from the tree.’ He continues to the doors of the hall, his crowned helm glowing with runic script. ‘Walk with me, prince of Valeron.’
Ignoring Gurt’s squeals of protest, you fall into step beside the half-giant warrior. ‘I will take my leave also,’ you state quickly. ‘My task here is done.’
You follow Skoll out onto the glacier. The warrior stoops, cupping his hands into the nearest drift of snow. He lifts it to his face, scrubbing the sweat and grime from his scarred face. ‘Is it finished?’ he asks, taking a deep breath of the chill air.
It takes a moment for you to grasp his meaning. ‘I came because of Sura. I wanted to help.’
‘But these are not your people,’ states the warrior. He looks back at you, then his eyes flit to the hall, and Anise – who is still standing in silent reflection over the demon’s body. ‘You will name her,’ he says matter-of-factly.
‘Her name is Anise,’ you reply, frowning.
‘That is not a warrior’s name.’ He lifts another handful of snow, watching it spill between his open fingers. ‘And what of you, prince of Valeron? That is not a true name. Not a name earned in battle. A name should sing of great deeds. I would call you Bearclaw, for I see you have the spirit of Nanuk.’
He rises to his feet, drawing himself to his full imposing height. You note the dark welts cutting across the warrior’s pale skin – a reminder of the terrible wounds he suffered in the Norr. ‘Understand my words. The witch will not spare your people or my people. The blows she has dealt us, they are as nothing to what is coming. Her mind is set to dark purpose, to free Jormungdar, the world serpent. When that happens, our realm – your kingdom – will be split asunder.’
You stare incredulously at the Skard. ‘Do you really believe such a thing exists?’
Skoll continues. ‘Once I knew only despair. I thought the battle lost. I travelled to the Norr to find answers, to find a way of matching the witch’s strength.’
‘Fimbulwinter,’ you nod, remembering back to the broken shield.
‘Yes. It was forged by the Titans in the frost fire of Mount Skringskal. If remade, it might be the weapon to defeat the witch. If we do not do this – if our courage fails – the cost will be more than our lives, Bearclaw. It will be the end of everything.’
Will you:
Ask about the witch’s origins? 654
Ask about the Titans? 544
Ask about Jormungdar? 452
End the conversation? 326
603
You head deeper into the hive, the tunnel twisting and bending past numerous side passages. Concerned you may have led yourself into an endless maze, you finally catch sight of a light ahead: a sickly yellow glow, accompanied by the sour stench of rot and decay.
The tunnel opens out into a large cavernous chamber, its walls and floor heaped with large bloated maggots. They are all hungrily chewing on various remains – both animal and humanoid. The yellow hue is coming from the maggots themselves, seeping out of the spiracles along their bulbous bodies.
You pass over the sea of squirming shapes, aiming for a tunnel in the opposite wall. However, as you reach the centre of the chamber you hear a revolting squelching noise coming from below. Something is rising up out of the detritus, pushing itself past the layers of writhing maggots. A giant head emerges, eyeless and scarred, its yellow flesh dripping with filth and rancid secretions.
It is too late to swerve aside. The colossal monster lifts itself straight into your flight path, the head splitting open to reveal a cavernous maw of teeth. You are left with no choice but to battle your way past this disgusting abomination. It is time to fight:
Speed Brawn Armour Health
Maggorath 12 11 8 100
Special abilities
Infestation: Once you have taken health damage from Maggorath’s damage score, you are immediately inflicted with infestation. You must lose 2 health at the end of the first combat round you are infected. This damage increases by 2 every round for the duration of the combat.
Fire at will: You may use your nail gun or dragon fire ability in this combat.
If you manage to defeat the giant maggot, turn to 748. (If you are defeated, remember to record your defeat as normal on your hero sheet, then turn to 770.)
604
A confined metal space filled with flame and exploding glass – not an appealing prospect. You decide to leave the store and head back out into the snow-whipped gale. (The White Wolf Trading Post is no longer available – you cannot visit this
location again during Act 1 of your adventure and any items that were stored in your locker are now lost.) Make a note of the keyword ashes, then return to the quest map.
605
‘Think I’d fall for that one?’ growls the guard, snatching you by the collar. ‘She ain’t got a tab ’ere, the ladies ain’t payin’ for nothing. And you’re a dirty liar.’
There are gasps and cries from the party-goers as they watch the guard drag you back into the taproom of the Coracle. He gives you a final shove before turning and heading back into the private room. It appears your attempt to get inside the cellar has failed. Turn to 80.
606
Quest: The crossing
The north has become a land of extremes. Its howling winds remain as cold and savage as ever, pushing against you every step of the way, seeking to grind you into submission.
And yet, all around you is desert.
There is no snow or ice, only a dry red dust. In places the ground is warm underfoot, as if some terrible heat is throbbing below the surface, eager to break free. Perhaps it is the serpent – the creature known as Jormungdar.
For days you have sighted no other living creature, only bones. Some were goblin, others larger – perhaps giant or troll. You wonder if the same fate will be shared by your companions. The barren desolation offers up no food or water. The few pools that you have come across have been filled with stagnant, acrid water. Anise and Skoll are suffering. You can see it in their drawn features, their weary stumbling strides. The last of the food has run out, and it seems there is little hope of finding more.
At last the seemingly endless plain breaks into a boulder-strewn slope which continues to rise, forming a high cliff wall. You climb it with difficulty, the rock constantly crumbling and sliding beneath you, until you finally reach the summit – a thin edge of bare ground, dotted with scraggly bush.
Squinting in the torpid light, you find the new elevation provides a perfect view over the low-lying clouds, to where a single mountain looms high in the distance – a huge peak of red-coloured rock. A greenish light flickers around its summit, almost like a candle-flame or a beacon.
‘That’s it . . . Mount Skringskal.’ Skoll is still puffing from the climb, but he manages a contented smile. ‘At last, we can remake the shield.’
Then the wind shifts direction, gusting the clouds eastwards, thinning them to ghostly ribbons. An act of nature’s cruelness perhaps, as the true scene before you is gradually unveiled.
The three of you stare, blank and hopeless, at the colossal rift that has swept away the land. Rocks and larger bodies of earth hang suspended in the void, floating as if trapped in time, blown skywards and then frozen in situ. They form a chain of islands stretching for miles across the chasm, to where the mountain itself hovers in the empty space, its foundations ripped free from whatever land had once existed here, leaving it detached and unreachable.
‘No . . .’ Skoll shakes his head, disbelieving what his eyes are seeing. ‘The mountain . . .’
You stare at him accusingly.
‘It wasn’t like this,’ he breathes. ‘The land . . . the tremors. Everything has changed since last I was here.’
You look back at the distant mountain, floating in the air by some act of magic. ‘Evidently.’
‘We’ve come too far.’ Anise sags to the ground with exhaustion. ‘We have to find a way. There must be a way . . .’
If you have the captain’s conch and wish to summon Naglfar, turn to 671. If you have the dragon’s horn and would prefer to summon Nidhogg, turn to 759. If you have neither item, then you currently have no means of navigating the rift. Return to the quest map to continue your journey.
607
Sura takes the staff from you, tossing it into the snow. ‘No need for that. Now, step into the circle.’
You follow the woman’s instruction. As you take your position at the centre of the runes, you feel a sudden prickling along your skin. It is as if a door to the Norr has been flung open and its freezing chill has flooded into you, turning your limbs to ice. You give a startled gasp, your throat clicking as it involuntarily constricts.
‘Calm yourself!’ Sura takes a step away, a sudden wariness to her manner. ‘Find Nanuk, the link that makes you as one. Then pull him in. Let him inside!’
You reach out with your mind, sensing for the bear. Then you feel his shadow pass over you, a rush of energy so fast and powerful that it throws you to your knees. Your jaws are wrenched open, a gargling scream dying on your lips – becoming a thunderous, echoing roar.
You feel yourself blacking out, losing yourself to the agony that spears into your soul.
‘Fight it!’ You hear Sura shout desperately.
You shake your head, trying to release the pain, the throbbing agony. Black hairs are bursting up out of your skin – you feel your jaw bones stretching forward, fangs ripping from your gums. As you scrabble in the snow you see fingers becoming claws, the palms widening into massive paws.
‘Control it! The bear is inside you – do not lose yourself to him!’
You throw back your head as your spine rips out from your armour, bulging with thick bands of muscle. Then you fall forward once again, landing on four powerful paws, their huge claws sliding deep into the snow.
You give a whining growl, pushing your mind forward – taking control of your body once again, slipping into it like a hand inside a new glove.
Sura nods approvingly. ‘The old tales return. A were-bear. Like the first warriors of Helvsgard. Truly, you are the one to lead us.’
The were has the following special abilities:
Shape shift (co): Instead of rolling for a damage score, you can let Nanuk take full control of your body, shape shifting into a bear. This raises your brawn by 3 and restores 4 health but also lowers your armour to zero for the remainder of the combat. While in bear form, you cannot use combat abilities but you do benefit from blood frenzy (see below). Once you have shape shifted, you cannot change back until the combat is over.
Blood frenzy (pa): If a bleed effect is in play then you may raise your speed by 1.
You release the magic, shifting back into your human form. You lie shivering in the snow for some minutes, curled in a ball, still racked with shock.
‘It will get easier,’ says Sura, her tone taking on its usual cold detachment. ‘But only use your power when needed. Else you may change and never find your way back.’ She reaches inside her robes, producing a knotted chain of rune-etched bear claws. ‘Take this talisman. It will help you to channel your power.’
If you wish, you may take the following item:
Altered beast
(talisman)
+1 brawn +2 health
Ability: bleed
Once you have updated your hero sheet, turn to 197.
608
The tongue snaps around your arm, pulling you in towards the deadly array of spines. Using its own momentum against it, you throw yourself into a sprint, charging the creature. At the last moment, you spring up into the air, using one of its root-like legs as leverage to sail over the top of its head. The tongue tries to detach itself but you grip it tight, swinging yourself behind the creature, then circling it until the thorny vine is wrapped tight around its spindly body.
The creature struggles to free itself, spinning and twisting in confusion – like a cotton reel trying to unwind itself. You watch its continued torment with a cruel smile, flowing magic into your hands and along the length of your weapons. Waiting for your moment.
The creature staggers dizzily towards you. In one swift movement you swing your shoulders, weapons and magic scything through the air.
An ear-shattering shriek.
The body splinters in two, showering you in chips and globules of green ichor. The head rolls to a halt at your feet, but the legs are still moving, carrying the other half of its body on a crazy, blind dance – before it runs into a wall, then finally crumples to the ground in a further spray of slime.
> If you are a warrior, turn to 515. If you are a rogue, turn to 408. If you are a mage, turn to 473.
609
‘Lost my sled to a crevasse, only had a few belongings with me – some hides, weapons, food. They got left behind when I was attacked. Prefer to keep a hold of my life, if given the choice.’
‘Perhaps we can go back and get them,’ you add encouragingly. ‘Do you remember the way?’
Caul scratches his cheek, leaving a bloody smear. ‘Perhaps I might. The caves get real twisty. I’m a good tracker, got a sixth sense when it comes to direction – but not done me much good in here. I swear, it’s like . . .’ He shudders, hugging himself against a sudden chill. ‘It’s like the caves just want you to . . . stay.’ His eyes dart nervously from side to side. When he catches your stare, he smiles awkwardly. ‘You think me crazy, I know. But you’ll see.’
Will you:
Ask what he knows about the caves? 498
Ask why he thought you were a ghost? 481
Ask if he will accompany you? 384
610
You drop down into a smooth stone passageway. Behind you, the shaft is clogged with broken rock – evidently the cause of the obstruction. The lift rattles away out of sight, coming to a halt above you with an echoing boom.
Hoping you haven’t become trapped by your hair-raising efforts, you hurry along the passageway – relieved when it finally opens up into a small, rectangular chamber. An archway in the far wall leads through to another tunnel.
The room you have entered appears to be some sort of storage room or vault – but one that has already been ransacked. Wood and metal lie strewn across the ground, the scraps hinting at chests and weapon racks. There are also some splinters of rune-covered stone, which may have once been Dwarven spell tablets.
Rifling through the debris, you manage to scrape together 25 gold crowns. You also uncover a small bronze box. It looks of Elven design, rather than Dwarven, with suns and lotus flowers adorning the sides. Someone has tried to smash the lock, damaging the lid but not succeeding in opening it. If you have a skeleton key, turn to 649. Otherwise, you have no means of opening the box. Left with no other choice, you leave the box behind and head onwards. Turn to 2.
The Eye of Winter's Fury Page 52