by Joe Dever
[10] Given the extreme situation, you should probably erase all healing and strength potions and related items from your Action Chart, even those not listed here (e.g. Oede, Larnuma, etc.).
157
Captain Prarg recovers consciousness and slowly his strength returns until he is able, with your help, to regain his feet. He is cold and soaking wet, but you sense that he is no longer in a state of shock. He will survive.
Carefully you both retreat from the hole and make a wide detour around this section. An hour later you reach the far side of the lake and enter the trees beyond.
Turn to 187.
158
You increase your stroke until you are rowing as fast as you can; then you hear the leader shout a command and suddenly the rain of arrows ceases. You pray that you are either out of range, or the enemy are out of arrows, but when you glance at the shore you see that the leader has you fixed in his sights. The only reason he has ordered his troops to stop firing is because he wants you all to himself.
The fat Drakkar lets loose his bowstring and his steel-tipped shaft comes whistling towards your head with chilling accuracy.
If you possess Kai-alchemy and have reached the Kai rank of Sun Knight, turn to 17.
If you possess Kai-alchemy but have yet to reach this level of Kai Mastery, turn to 86.
If you do not possess this Discipline, turn instead to 345.
159
You are moving across a stretch of beach which is overlooked by a small grassy hill when suddenly a harsh command splits the night air:
‘Halt where you are. Do not move!’
Instantly you flatten yourself among the rocks and moments later you hear Prarg whispering, ‘They're Lencians. They must be lookouts from the island garrison.’
Together you watch with bated breath as two inquisitive soldiers appear, silhouetted on the top of the hill. Brandishing their spears, they curse your sudden disappearance and come hurrying down a steep track towards the beach.
‘Curse them,’ hisses Prarg. ‘If they find us, the whole garrison will get to hear of our mission even before it has properly begun.’
If you possess Assimilance and you have reached the rank of Kai Grand Guardian or higher, turn to 19.
If you do not possess this Discipline, or if you have yet to achieve this rank, turn instead to 93.
160
In order to delay the other Drakkarim, you bundle the bodies of the Death Knights down the stairs, but one soldier clambers across them and attempts to skewer you upon the tip of his spear. You sidestep his thrust and fell him with a lightning blow to the head, but not before his weapon gashes your side: lose 3 ENDURANCE points.
Hurriedly you cross to a window at the far side of the tower. Outside, directly below, you see a Drakkarim lancer sitting astride a warhorse. His lance is sheathed in a tube-like scabbard fixed to the rear of his saddle and in his hand he holds aloft a heavy cavalry sabre. He is cheering those who are entering the tower and he is completely unaware that you are only a few yards away.
Swiftly you climb onto the window ledge, raise your weapon, and then leap onto the unwary lancer below.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.
If your total score is now 5 or less, turn to 153.
If your total score is now 6 or more, turn to 28.
161
You kneel beside Prarg and check that he is still breathing. He is fortunate that the bolt struck him a glancing blow; had it hit him squarely it would have killed him outright. Then you hear a movement over on the far side of the chamber, and when you look up, you see Warlord Magnaarn emerging from behind one of the many hanging black drapes. An aura of evil surrounds his body like a shimmering grey cocoon, and his features no longer appear as they did when first you encountered him in the subterranean labyrinths of the Temple of Antah. Now his body is twisted and mummy-like, and feverish eyes burn from black sockets within a bald skull of a face. You sense that he is wholly possessed by the object he holds clenched in his shrunken hand — the Nyras Sceptre.
The dread sceptre hums with the power of the Doomstone that is set upon its platinum shaft. Magnaarn utters an evil laugh and points the sceptre at you, but curiously you feel no weakness or leeching of strength, as occurred at Antah. The Warlord's sick eyes widen with surprise and you sense that he is fearful. He threatens you with death, but his voice is wavering. He is unsure of his power. Then you sense another presence, a magical presence. A wispy shape emerges from behind another curtain, summoned forth by Magnaarn, and at once you recognize it to be the formless life-force of a Nadziranim sorcerer. You hear Magnaarn issue a psychic command, ordering the creature to slay you, and immediately it responds. Swiftly it moves across the chamber, changing shape as it draws closer. It is no more than ten feet distant when it solidifies into a form which is truly horrifying to behold.
Turn to 42.
162
You strike your killing blow and send the creature tumbling off the walkway into the rushing black waters of the subterranean river. It surfaces for a brief moment, its arms flailing wildly; then it disappears forever beneath the swirling foam.
Confident in your victory, you sheathe your weapon and take hold of the heavy winch chain. You pull it to raise the grill a few feet off the walkway, just high enough for you to duck under the rusty bars; then you continue along the tunnel at a brisk pace. After a few hundred yards, the tunnel turns to the south. At this point you discover a flight of slimy steps that ascend from the walkway towards a darkened arch.
If you wish to ascend the steps to the arch, turn to 33.
If you decide to ignore the steps and continue along the tunnel, turn to 274.
163
Quickly you return to the boat and attempt to awaken your companion. But he does not respond at once, and you are forced to shake him vigorously by the shoulders until finally he stirs to consciousness.
‘Wha … what's wrong?’ he mumbles, as he struggles to free himself from your firm grip.
‘Wake up, captain,’ you retort, ‘there's trouble coming our way.’
The word ‘trouble’ galvanizes Prarg into action. He throws off his blankets, unsheathes his sword, and follows as you lead the way up the river bank. When you reach the crest, you see a dozen or more of the leathery black war-dogs come slinking out of the trees. Your senses are drawn to one of the red-eyed creatures, which instinctively you recognize as the leader of this pack, and suddenly you recall from past experience that Akataz are susceptible to psychic attacks. Using your Magnakai abilities, you focus on this leading hound and prepare to launch a burst of psychic energy directly at its mind.
Pick a number from the Random Number Table. If you possess Kai-surge, add 4 to the number you have picked.
If your total score is now 6 or less, turn to 242.
If it is 7 or more, turn to 99.
164
The guard crashes to the bottom of the trench, but before he can raise the alarm, you and Prarg are in the dugout beside him with your weapons drawn ready to strike.
Your attack is swift and deadly. In less than five seconds, you and your companion dispatch all four of the Drakkarim trench-troopers who occupy this position, overcoming them before they can even unsheathe their swords.
Keen to maintain your advantage of surprise, you quickly leave the trench and rush across the remaining strip of open ground which separates you from the town's outlying dwellings. Prarg points ahead, to an alleyway that lies sandwiched between two burnt-out hovels, and immediately you follow as he rushes towards its shadowy entrance.
Turn to 178.
165
Despite its fatigue, the horse clears the trench and carries you safely beyond range of the Drakkarim archers. For half a mile you skirt along the edge of the Tozaz Forest; then, the moment the enemy are lost to sight, you rejoin the road and make your escape northwards.
Turn to 230.
166
As you step away from the dead guards, you hear shouts of alarm outside the building: the roof of the stables has just erupted into a sheet of flame. The garrison is thrown into a state of near-panic as it tries to fight the fire and contain the horses which are stampeding through the streets.
You run the length of the armoury and hurriedly lift the massive drawbar which holds the main doors closed. Outside, you see the perimeter guards are abandoning their posts in order to fight the fire now raging through the stables. The Lencians are on their feet. They are grouped by the entrance to the compound and, as the last of the guards leaves, they rush forward and barge open the gates. Led by the captain, they come streaming across the flagstoned square towards the armoury, sweeping aside any Drakkarim foolish enough to try to turn this vengeful tide. With a cheer they pour into the armoury and equip themselves with weapons from its many racks of spears and swords.
‘Let's take this town!’ shouts the captain, and amid stirring battle-cries of ‘Lencia’ and ‘For the House of Sarnac’, the starving Lencians set off to obey his command.
You try to reach the captain, whose name you learn is Schera, but before you reach him you are swept out into the street and carried along by this crowd of battle-hungry soldiers.
Turn to 39.
167
You breathe the words of the Brotherhood Spell Halt Missile and, in an instant, the first of the bolts freezes in mid-air. This swift action saves Prarg from being hit, but it does not stop the second missile from striking home. Red-hot pain flares up your arm as the iron-tipped bolt gouges a deep furrow of flesh from the back of your wrist: lose 4 ENDURANCE points.
The lookouts fumble with their crossbows, desperate to fire again, but before they can reload you have disappeared along the beach. Shortly you reach a small secluded cove where Prarg discovers a rusty anchor. It is a landmark, left on purpose by agents of King Sarnac to point the way to the cave where they have left your boat and provisions. You find the cave and together you haul the boat down the beach and raise its coal-black sail before pushing it out into the icy waters of the Tentarias.
Once aboard, you trim the sail whilst Prarg takes charge of the rudder. There is a good wind and within minutes your tiny craft is bobbing towards the far western channel of the Hellswamp, twenty miles distant. You ask Prarg if this dark estuary has a name, and he replies, ‘Yes. The Drakkarim call it “Dakushna's Channel” after the Darklord who once commanded the city-fortress of Kagorst. They say it is a fitting dedication, for the waterway is as deadly and as treacherous as the creature after whom it is named.’
Turn to 60.
168
You hold the bird with a mental command and use your skill to converse with it. Its response is rudimentary, but you are able to understand that many warriors, dressed in metal and riding horses, are approaching the river from the north.
You tell Captain Schera and Baron Maquin of what you have gleaned from the bird, and the Baron says, ‘It sounds to me that a troop of Drakkarim cavalry are coming this way.’
The captain agrees, and both commanders pass the word to their men to stay hidden and keep completely silent.
Turn to 71.
169
The spear-wielding guard notices the Signet Ring and immediately his suspicions melt away. The ring must denote a very high rank or office within Magnaarn's army for the Tukodak both stand rigidly to attention and bow their heads reverently. You approach the open doors and hastily they step aside to allow you and Prarg entry to the temple. Once safely inside, you cause your features to revert to normal before you set off on your urgent hunt for the Doomstone of Darke.
Turn to 221.
170
You quickly draw an Arrow and take aim through a hole in the portcullis, but the Tukodak cower behind Prarg, using him as a human shield. Again the, cruel voice booms out: ‘Put down your bow, Lone Wolf, or I'll have my guards kill your companion.’
At once your anger subsides. You sense that this is no idle threat and, reluctantly, you obey the command.
Turn to 200.
171
The iron-tipped bolts scream towards you but your swift reflexes are more than a match for these deadly missiles. You open your hand and thrust your palm into Prarg's back, pushing him forward and saving him from the first bolt; then you sidestep to avoid being hit by the second. The lookouts fumble with their crossbows, desperate to fire again, but before they can reload you have disappeared along the beach.
Shortly you reach a small secluded cove where Captain Prarg discovers a rusty anchor. It is a landmark, left on purpose by agents of King Sarnac to point the way to the cave where they have left your boat and provisions. You find the cave and together you haul the boat down the beach and raise its coal-black sail before pushing it out into the icy waters of the Tentarias.
Once aboard, you trim the sail whilst Prarg takes charge of the rudder. There is a good wind and within minutes your tiny craft is bobbing towards the far western channel of the Hellswamp, twenty miles distant. You ask Prarg if this dark estuary has a name, and he replies, ‘Yes. The Drakkarim call it “Dakushna's Channel” after the Darklord who once commanded the city-fortress of Kagorst. They say it is a fitting dedication, for the waterway is as deadly and as treacherous as the creature after whom it is named.’
Turn to 60.
172
You crash down upon the unsuspecting lancer and send him tumbling from the saddle. The impact leaves him stunned, but before he can recover, you seize control of his horse and take off across the square. With your left hand you unholster the lance and bring it to bear as you gallop headlong towards the backs of the Drakkarim soldiers who are standing between you and the platform.
Turn to 63.
173
Aided by your Kai skills, you uncover some tracks frozen beneath the snow. They were made by horses and wagons and are a little over a week old. There are far more than you expected to find here, and you can tell at once that they were not all made by Magnaarn's entourage. Before he left this site and headed west, he was joined by several hundred reinforcements.
During your search you also discover some scraps of food which you eat immediately: restore 3 ENDURANCE points. Having satisfied your curiosity, and your rumbling stomach, you decide to leave the campsite and follow the tracks westward.
If you possess Animal Mastery and have reached the rank of Kai Grand Guardian (or higher), turn to 227.
If you do not possess this Discipline, or if you have yet to reach this level of Kai Mastery, turn to 131.
174
The creature is badly wounded but its powerful natural psychic skills block out the pain, enabling it to press home its attack.
Turn to 297.
175
Quickly you climb the stairs, spurred on by the wintry chill which grows steadily colder as you ascend. You count one hundred and fifty steps before you arrive at a chamber which is heaped with rubble. Its only door is blocked by debris and huge slabs of marble, making an immediate exit impossible. But it is not the door which commands your attention; it is a narrow circular shaft which is set into the middle of the ceiling. It is the source of the cold, wintry draught.
Expectantly, you step closer and investigate this shaft. For the most part it is dark, but you can see glimmers of grey daylight high above, and you can hear the whistling of the wind. But you can also hear another sound, one that is quite unexpected. It is a buzzing, insectile noise. You focus upon the darkness and suddenly you see that the noises come from nests of winged insects which are fixed to the inside of the shaft.
If you possess Grand Pathsmanship and have reached the rank of Sun Knight, turn to 240.
If you do not possess this Discipline, or if you have yet to reach this level of Kai rank, turn to 281.
176
As the few remaining pack survivors slink away into the forest, you help Prarg, who has sustained several deep wounds to his arms and legs, to reach the boat. Repeatedly he apologize
s for having fallen asleep while on guard but you refuse to let him take all of the blame.
Using your innate Kai skills you tend to Prarg's injuries and ensure that they heal without infection. He recovers quickly, but the use of your Curing skills leaves you feeling weak and tired: lose 5 ENDURANCE points.
Turn to 215.
177
Suddenly the evil wizard cries out in pained surprise and throws his claw-tipped hands into the air. A sparkling bolt, which was destined to seal your doom, arcs from his staff and blows a man-sized hole in the wall of the fortress. As the resultant smoke and dust slowly clears, you see Captain Prarg standing over the body of the slain wizard with a bloodied sword held in his hand. With a cry of victory, he leaps over the crumpled corpse and comes rushing down the steps to help free you from the tangle of bodies.
Illustration X—Captain Prarg stands over the body of the slain wizard with bloodied sword in hand.
‘Well met, Sire,’ he says excitedly. ‘I feared you were dead and buried at the Temple of Antah.’
‘I, too, thought you dead, Prarg,’ you reply, thankful to see him still alive. ‘Yet it seems that fate has decreed otherwise.’
‘I was lucky,’ he says, ‘I escaped from Magnaarn. But come, Sire. There's no time for tales now. We must away from here. Follow me; I know where the Warlord is hiding.’