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The Darke Crusade

Page 14

by Joe Dever


  Illustration XI—The massively built Warlord Magnaarn steps out of the shadows and stares arrogantly into your eyes.

  ‘I've been waiting for you, Lone Wolf,’ says Magnaarn, with a condescending tone. ‘I've known your plan ever since my spies told me of your arrival at Vadera. After all, there could be but one reason why the great Grand Master of the Kai would come to Lencia at this time. Yet, as you can see, Grand Master, you are already too late to stop me.’

  Magnaarn turns to his Tukodak guards and orders them to take Prarg away. You try to protest but you cannot find strength enough to voice the words. The warlord smiles at your weakness.

  ‘Know you this, Grand Master. Now that I possess the stone of power, nothing can stand in my way. You were the only threat to my victory, but now you're a threat no longer.’

  With this he steps away from the portcullis and turns to follow his guards as they drag Prarg into the secret passage.

  ‘Farewell,’ he says, sardonically, before disappearing into the portal, ‘and remember my first words to you: welcome to your tomb.’

  With these chilling words echoing in your mind, you watch as he disappears into the passage and the wall closes behind him.

  Turn to 43.

  201

  Your Arrow strikes with deadly accuracy. The Drakkarim officer drops the axe and clutches the shaft which has suddenly buried itself in his throat. He tries to scream, but the arrow has destroyed his larynx and slowly he topples from the platform without uttering a sound. For a few moments the assembled Drakkarim are transfixed by his death; then a solitary voice shrieks in alarm: ‘Up there! The arrow came from up there!’

  Turn to 336.

  202

  Your super-keen senses alert you to something on the brow of a hill which overlooks this stretch of beach. You detect the faint glint of moonlight on steel and at once you whisper a warning to Prarg. Instantly he takes cover among the rocks and together you watch with bated breath as two inquisitive Lencian lookouts leave their post and come down to the sea's edge. They scan the beach; then, shaking their heads, they turn and retrace their steps, pausing to skewer a few clumps of seaweed with their spears as they trek back to their post.

  As the lookouts climb the hill, you and Prarg hurry away whilst they have their backs turned.

  Turn to 273.

  203

  With the caustic stench of your smouldering cloak filling your nostrils, you kneel before the portal and set to work in an attempt to pick its ancient lock. The mechanism is quite basic and it takes you less than a minute to pick it successfully.

  However, before you escape from this chamber, the deluge of acid takes its toll upon your Backpack and equipment. Erase from your Action Chart those items which you have recorded as the first and fourth on your list of Backpack Items. Also, erase either one Special Item of your choice, or (if you possess one) your Bow.

  Turn to 11.

  204

  A bold idea springs to mind. Using your Kai Discipline, you cause your facial features to take on the harsh countenance of a Drakkarim warrior. At first Prarg is alarmed by your dramatic change and he steps back aghast, but you quickly reassure him that the effect is temporary; it is part of your plan to gain entry to the temple.

  Prarg will act as your prisoner while you pretend to be a Drakkarim guard, summoned from Shugkona by Warlord Magnaarn himself. Prarg agrees to the plan and he places his hands behind his back, as if they are tied, and you escort him towards the temple doors. As you approach the two guards you call out to them, speaking in Giak, saying that Warlord Magnaarn has sent for this prisoner. Visibly they hesitate. They have no knowledge of their master's request and are suspicious. As you ascend the ramp, one of the guards levels his spear and points it threateningly at your chest.

  If you possess a Signet Ring, turn to 169.

  If you do not possess this item, turn to 57.

  205

  Your acute hearing detects the faint sound of stone grating on stone. Then you notice that loopholes are opening at chest height along both walls of the passageway, revealing the sticky sharpened tips of venom-coated spears.

  ‘Get down!’ you shout, and throw yourself flat onto the damp stone floor. Moments later, a volley of the deadly spears comes hurtling from out of the walls to smash and splinter in the passageway. Your timely warning saves you and Prarg from certain death, yet, unluckily, one of the spear tips ricochets and gouges Prarg's shoulder.

  Turn to 186.

  206

  The guard crashes to the bottom of the trench, screaming, ‘Gaz rekenarim! Gaz rekenarim!’

  Instantly the other Drakkarim react to his warning. They leap to their feet and thrust their spears upwards as you come leaping over the parapet. One spear tip gouges your leg, another cuts deeply into your shoulder, but neither wounds are fatal: lose 4 ENDURANCE points.

  ‘Sarnac and Lencia!’ cries Prarg, as side-by-side you land in the trench and engage these four Drakkarim warriors in a fierce close combat.

  Drakkarim Trench-troopers: COMBAT SKILL 29 ENDURANCE 30

  If you win this combat, turn to 4.

  207

  You utter the words of the Brotherhood Spell Lightning Hand and point the index finger of your right hand at the circular keyhole. A tingling sensation engulfs your entire arm; then a shudder runs from your shoulder to your fingertip, culminating in a burst of blue-white energy which arcs towards the lock.

  Pick a number from the Random Number Table. If your current ENDURANCE points score is 20 or higher, add 1 to the number you have picked.

  If you total score is now 7 or less, turn to 147.

  If it is 8 or more, turn to 255.

  208

  West of Odnenga, the river meanders very little as it crosses the snow-swept plain of Southern Nyras. It is a deserted landscape, yet Captain Schera cautions his men to remain watchful, doubly so whenever the boats pass an occasional copse of fir or stunted pine. Late in the afternoon, as the light is beginning to fade, you come to a forested part of the river where the banks are steeply undercut. Trees are growing at the very edge of the overhanging banks and their roots are clearly visible, hanging down like clusters of vines into the icy waters of the Shug. You are watching the left bank when suddenly your Pathsmanship senses alert you to the threat of ambush. You warn the captain and he signals to the following boats to put ashore at once.

  Having sensed the threat, you volunteer to go forward and scout the woods to find out who — or what — is there. Schera agrees, and he calls for three of his men, all trained army scouts, to accompany you. He and the rest of his command will remain here with the boats and wait for you to return.

  Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 3 to the number you have picked.

  If your total score is now 4 or less, turn to 81.

  If it is 5 or more, turn to 275.

  209

  The moment your horse slams into the sentries, you strike out and fell one of them with a crushing blow to the side of his head. But, as you strike, the remaining two guards catch you with their spears and you receive deep wounds to your leg and chest: lose 8 ENDURANCE points.

  If your ENDURANCE points total is now 15 or lower, turn to 181.

  If it is 16 or higher, turn to 301.

  210

  You have almost overcome this treacherous section of the chasm wall when a sudden slip ends in disaster. You are stretching to reach an outcrop of rock with your left hand when the powdery wall gives way beneath the toe of your left boot. You try to recover but it is too late. You slip sideways and topple head-first into the chasm where you land amongst the boulders and debris embedded into the river bank. Death is instantaneous.

  Tragically, your life and your quest end here in the deepest reaches of the Temple of Antah.

  211

  You rush towards your stricken companion, unshouldering your Backpack as you run. Once you are as close to the hole as you dare go, you tear open the pack and ta
ke out your coiled rope. Prarg is foundering in the icy water; he can barely keep his head above the surface. Hurriedly you hurl one end of the rope towards him and he makes a desperate grab for it with numbed fingers. Miraculously he grips it first time and manages to hold on tight as you haul him out of the freezing water.

  His skin is violet and his entire body is shaking uncontrollably. Using your healing skills, you transmit some of your body warmth through your hands to his chest and face and, within a few minutes, he comes out of his state of shock and his body returns to its normal temperature. Your prompt action has saved his life, but it has also drained you of 3 ENDURANCE points.

  Turn to 157.

  212

  You swallow hard and within a few seconds you feel your strength returning. You shake your head and as your vision clears you approach the circular door and take a closer look at its strange octagonal lock. It comprises a keyhole and a series of numbers, although one of the numbers is clearly missing. Experience tells you that this a dual combination lock, one that can be opened either by key or by tapping in the correct number which is missing from the sequence.

  If you possess a Green Key, turn to 304.

  If you do not, turn to 89.

  213

  You sift through the items stacked upon the shelves, packed in cases, and hidden in the personal bags of the Drakkarim commander, and discover the following which may be of use to you during your mission:

  Dagger

  Sword

  2 potions of Laumspur (each restores 4 ENDURANCE points)

  Hourglass

  Signet Ring

  Bow

  3 Arrows

  Brass Key

  If you decide to keep any of the above, remember to make the necessary adjustment to your Action Chart.

  To continue, turn to 277.

  214

  Your Kai sense detects that your approach to this door has set off a trap.

  You shout a warning to Prarg, and he reacts with commendable swiftness. The two of you hit the floor and, moments later, several razor-sharp sword blades lunge from slits in the walls to rake the air just a few feet above your heads. Then they retract and lock back into the walls with a deadly slickness.

  When you are sure that this trap no longer poses a threat to your lives, you get to your feet and move forward to take a closer look at the door.

  Turn to 307.

  215

  You wake with the dawn and fix a hasty breakfast before breaking camp. Within the hour you are ready to begin your trek towards Magnaarn's stronghold at Shugkona, but first you must dispose of your boat. Prarg takes what provisions he needs; then, with his sword, he pierces several holes in the keel. You launch the boat towards the centre of the river and watch as slowly it sinks beneath the surface. The moment it disappears, you leave the river's edge and set off into the trees.

  Deep in the forest the snowfall is light underfoot, because of the thick canopy of branches overhead, and you find the going much easier than expected. You are struck by the unexpected beauty of this dense timberland in winter, by the intricate webs of frost that trail between its blue-green branches, and by its frozen streams and waterfalls. But even as you admire it, you remain ever conscious of its dangers. Prarg leads the way, and swiftly you progress from one concealed marker to another, all having been placed by him on previous missions behind enemy lines. By using his system of hidden signposts he is able to guide you safely through a maze of Drakkarim outposts and patrol routes that riddle this timberland.

  It is nearing noon and you have covered more than twenty miles when Prarg motions you to halt: he has found something unexpected. Nailed to a trunk is a small rectangle of orange-coloured metal.

  ‘This is a Drakkarim marker,’ he says, after closer examination. ‘They use them to mark the perimeter boundaries of their forest camps. It wasn't here the last time I came this way which means there must be a new outpost here, somewhere close.’

  ‘How close?’ you ask.

  ‘Within half a mile at most.’

  For a few moments you stop and listen to the silence of the forest. You close your eyes and concentrate, and through the use of your aural skills, you detect noises away to the north. The sounds are mixed and many, and you are unable to discern their exact cause.

  If you wish to investigate these sounds, turn to 65.

  If you choose to avoid them, turn to 189.

  216

  With forbearance, you make the difficult trek westwards through the dense forest, following the scant trail left by Magnaarn's troops. Dusk arrives within the hour and with it comes a fresh fall of snow which hampers your progress further. You are hungry, and unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

  To continue, turn to 103.

  217

  The beast's albino eyes widen and you feel a wave of psychic energy washing over you. It is trying to subdue you, to hypnotize you. Your Magnakai skill of Psi-screen blocks this primitive Mindforce but Prarg succumbs to the hypnotic suggestion. Rigidly he stands to attention as the creature makes its attack.

  If you possess Animal Mastery and wish to use it, turn to 331.

  If you possess Kai-surge and wish to use it, turn to 9.

  If you possess Kai-alchemy and wish to use it, turn to 152.

  If you have none of these skills, or if you choose not to use any of them, turn instead to 121.

  218

  The creature shakes its ghastly head and emits a piercing shriek. Its great hunger and natural predatory instincts have overcome your psychic commands and, with anger blazing in its eyes, it comes lunging towards you, flailing at the air with its dagger-flints as it closes in for the kill. You step back and get ready to defend yourself as the beast rushes towards you at a breathtaking pace.

  Tunnel Stalker: COMBAT SKILL 43 ENDURANCE 48

  If you win this combat, turn to 162.

  219

  It takes you a few moments to disentangle yourself from the coarse, hairy limbs and weighty carcasses of the Nad-jaguz war-hogs. As you emerge, bruised and bespattered with their blood, you see Captain Prarg climbing the stairs to the tower door, his sword in his hand. At once you recognize his purpose; he intends to silence the tower guard before he can raise the alarm.

  If you wish to follow Prarg, turn to 130.

  If you decide to enter the tower via the open hatch through which the war-hogs first appeared, turn instead to 306.

  220

  You hurry to the door and examine the lock. It is a unique design, quite unlike any you have seen before. It appears be made entirely of silver with a keyhole that is smooth and circular in shape.

  If you possess a Silver Rod, turn to 27.

  If you do not possess this Special Item, turn to 290.

  221

  Beyond the doors you discover a large echoing hall, lit by a circle of torches which flare dimly in the moist gloom. The atmosphere is saturated with a malevolent power, an evil that is welling up from somewhere deep below ground. Immediately to your right you see a ladder which ascends to the upper floor of the tower, and to your left there is a wide staircase which leads down. Your senses scream a warning as you approach this staircase and begin to descend, but this time you choose to ignore your trusty instincts. The aura of evil which pervades this place has its source, and you are certain that it is the Doomstone of Darke, the very object you have sworn to destroy.

  The staircase leads down to a winding torchlit hallway which passes through a series of narrow chambers, all empty and derelict. Eventually, you come to an iron portal and you stop for a few moments to examine the intricate engravings that embellish its age-blackened surface. Quickly you realize that the engravings are not mere decorations, they are part of a sophisticated combination lock which holds this door secure.

  A host of writhing dragons are intertwined above a dial edged with ancient numerals. Each dragon has a number engraved upon its forehead, similar to those numbers
which encircle the dial. Your senses inform you that the dragon numbers form a puzzle, and by solving this puzzle you will discover the ‘key’ to this door. Then, by turning the dial to this ‘key’ number, the lock will disengage and the door will open.

  Study this puzzle. When you think you have found the answer, turn to the entry in this book which is the same as your answer.13

  If you discover that your answer is wrong, or if you cannot solve the puzzle, turn instead to 70.

  [13] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

  222

  The driver shouts a rude greeting to the guards at the main gates as they pull them open, allowing the cart to pass through into the town unchallenged. You stay hidden beneath the straw until the cart slows to a halt; then, very carefully, you raise your head and take a look around. You have stopped in a muddy alley which runs between a stables and an armoury. This alley opens on to a central square that has been turned into a prisoner of war compound. It is enclosed by a crude fence of wire and sharpened stakes, and is patrolled by sentries with Akataz war-dogs. You estimate at least two hundred Lencians are being held captive here, and in conditions that are shocking to behold. The men are being kept out in the open, without shelter or heat of any kind, and judging by their physical state, it looks as if the Drakkarim are purposefully starving them to death.

 

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