The Masters of Darkness

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The Masters of Darkness Page 14

by Joe Dever

If you wish to approach the Death Knight and tell him that he is wanted at the barracks, turn to 92.

  If you wish to creep up on the warrior and launch a surprise attack, turn to 178.

  241

  For two days and nights the Intrepid forges a course through stormy waters, running ahead of a chill wind that sweeps down from the glaciers of Kalte in the north. The sea becomes increasingly hazardous, with sleet squalls and lightning storms that break without warning. Yet the dawn of the third day heralds a sudden change in the weather: fog, a windless, soundless, grey, forbidding damp that cuts off eyesight at an arm's length and leaves the crew soaked and shivering. Many stare enviously at your Kalkoth hide cloak as they attend to their early morning duties in quiet discomfort.

  ‘Curse this fog,’ grumbles Captain Borse, staring helplessly at the clammy mist that holds his ship becalmed. ‘Better a gale or a Kuri-storm than this.’ For countless hours the ship lies dormant, rocking gently on the cold, listless sea. Staring at the wall of fog, it is easy to imagine all manner of creatures lurking within. The eerie silence does little to allay the superstitious fears of the crew, and when suddenly the quiet is disturbed by a shoal of red-finned sea carp, more than one man cries out in shocked surprise.

  If you possess the Magnakai Discipline of Animal Control, turn to 305.

  If you do not possess this skill, turn to 60.

  242

  With the hellish cries of the minions of Darklord Taktaal ringing in your ears, you flee for your life along a dark and twisting alley. The surface is ankle-deep in stinking carrion, which makes keeping your balance a difficult task, but the fear of what will befall you should you slip is all that you need to ensure that you stay on your feet. The alley ends at a wider street running from north to south. The sound of howling wolves dissuades you from turning north, so you set off quickly along the street that heads towards the southern sectors of the city.

  Pick a number from the Random Number Table. If you have the Magnakai Discipline of Pathsmanship and have reached the Kai rank of Mentora or higher, add 5 to the number you have picked.

  If your total is now 0–6, turn to 120.

  If it is 7 or more, turn to 173.

  243

  The force of your killing blow sends the Drakkar reeling backwards across the deck. He collides with another sailor, who was coming to his aid, and knocks him headlong into the sea. You brace yourself in case there is another waiting to rush at you, but the smoke from the vessel's funnel is so thick, and the other Drakkarim are so preoccupied with hooking their marines out of the water, that they fail to notice you creeping towards the wheelhouse near the middle of the deck. A steel door swings open at your approach and three hefty Drakkarim confront you on the threshold. You parry one's blade, take the second in the chest, and see the third spin sideways, trailing scarlet spray from the fatal wound you have dealt him. A quick thrust to the heart puts paid to the remaining sailor. He screams and falls through the doorway, tumbling down an iron staircase that descends into noise-filled darkness.

  If you have the Magnakai Discipline of Divination, turn to 26.

  If you do not possess this skill, you can either descend the stairs: turn to 266.

  Or you can slam shut the steel door and look for another place to hide from the Drakkarim sailors on deck: turn to 169.

  244

  Sparks of brilliant light dance wildly before your eyes as the power of Kraagenskûl's attack sears the fabric of your mind. You reel under the onslaught yet manage, in your desperation, to repulse the assault: lose 4 ENDURANCE points. As the shock slowly fades and your vision returns to normal, you steel yourself to face the Darklord once more.

  Turn to 147.

  245

  Your Arrow soars into the sky, missing the bird by a hand's breadth, and, in your rush to draw a hand weapon, carelessly you drop your Bow into the sea (erase this Weapon from your Action Chart). Cursing the loss of your weapon, you get ready to defend yourself against this air attack.

  Turn to 268.

  246

  You drag the dead Ligan into the shadows and check his pockets for anything that may prove useful. All that you discover is a Black Key. If you wish to keep this key, mark it on your Action Chart as a Backpack Item.

  To continue, turn to 130.

  247

  As your hand closes on the hilt, a voice in your head screams a warning. You recall the words of Lord Rimoah when, in the Externment Chamber of the Magicians' Guild of Toran, he gave you the special korlinium scabbard that now sheathes the sun-sword: ‘Remember, to unsheathe the Sommerswerd within the Darklands is to light a beacon of warning that Gnaag will surely see … ’

  Rather than draw the sword and risk the failure of your mission, you withdraw your hand as the Giaks launch their attack.

  Giak Sentries: COMBAT SKILL 17 ENDURANCE 22

  You must fight the first two rounds of this combat unarmed.

  You are able to evade combat at the start of the third round by leaping from the battlements: turn to 96.

  If you win the combat, turn to 349.

  248

  You leap over the body of your slain enemy and rush to help Davan, who is being driven back across the deck by three snarling Drakkarim. ‘For Sommerlund!’ you cry, as you launch your attack, felling two of his adversaries with a single, sweeping blow. Deftly he puts paid to the third, and together you advance towards the stern where the enemy are attempting to capture the helm. Already several of the crew lie bleeding on the deck, and, although they fight bravely, they are no match for the vicious Drakkarim marines.

  At the foot of the makeshift stairs that ascend to the stern deck, you are confronted by the leader of the enemy's assault team. ‘Okak gaz egor!’ he growls, his evil eyes glinting through the slits in his studded leather battle-mask. ‘Shez ok okak nogjat ash gajog ok okak adez!’ With that, he lifts his reddened axe and strides forward to meet your advance.

  Drakkarim Marine Sergeant: COMBAT SKILL 26 ENDURANCE 30

  You can evade combat after the first two rounds: turn to 7.

  If you win the combat, turn to 290.

  249

  You ignore the group and follow a handful of noisy Giak crew members, in the hope of overhearing something that gives you a clue as to the whereabouts of the Imperial Sector of Helgedad. The tunnel soon joins another at a point where a granite staircase ascends to the surface. The crew climb the stairs, and you watch them disappearing through an open archway that gives access to the street above. What should you do now?

  If you possess the Magnakai Discipline of Pathsmanship and have reached the Kai rank of Tutelary or higher, turn to 83.

  If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 67.

  250

  While you languish in the cell, the Death Knight sergeant conveys your equipment to his commander, Darklord Kraagenskûl. At once he recognizes their origins and deduces your true identity. Word is sent to Gnaag, and within the space of four short hours he journeys to the naval base from the city of Helgedad. He orders you to be executed at the earliest opportunity and demands, on pain of death, that the task be accomplished successfully.

  It is Darklord Kraagenskûl who suggests the method for your execution, and the irony of it appeals greatly to his master. At dawn, the Crystal Explosive that you had intended to use in Helgedad, is placed next to the door of the cell. The barracks are evacuated and the explosive is primed. Fifteen minutes later, your life and your mission are brought to an abrupt and final end.

  251

  Using your telescopic vision, you focus on the approaching shape and, as it draws nearer, you are able to discern exactly what it is. You see a wagon laden with barrels and boxes, and drawn by six ox-like creatures. Two Giaks are sitting on top of the wagon: the driver, who is lashing the team with a whip, and a guard, who appears to be fast asleep. Behind the wagon are four horsemen — Drakkarim escorts, judging by their size and the cut of their black leather armour.r />
  Their route will take them close to where you are sheltering. Mindful of the Giak ability to see in the dark, you decide to stay in hiding and wait for them to pass.

  Turn to 304.

  252

  The angry screams of the Giak search party fill the night sky. The Giaks witnessed the slaying of their comrades and are now rushing forward to kill you in turn. Aching with the fatigue of your exertions, you choose to evade rather than fight the remaining enemy, and begin the steep climb towards the cliff-top.

  Halfway up the cliff you make out some shadows descending the path ahead. You sense that it is another Giak search party attempting to cut you off and your pulse quickens. You look for a way to avoid them, but the only escape from the path is a sheer drop to the beach below.

  If you possess the Magnakai Discipline of Huntmastery, turn to 30.

  If you do not possess this skill, turn to 132.

  253

  Wiping the sweat and grime from your eyes, you clamber up the stairs and emerge on the stern deck, close to the helm. There you find Davan and a handful of the crew fighting a desperate mêlée against a determined enemy who outnumber them by two to one. You raise your weapon and cleave a path towards your beleaguered allies. As you draw closer, Davan sees you and gives a cheer. You acknowledge his shout with your battle-cry, ‘For Sommerlund!’

  He replies, but this time with a cry of warning: ‘Archer above you!’

  You glance up into the rigging, and a cold spike of fear stabs your heart as you glimpse the gloating face of a Drakkar. With one hand he holds a bow and with the other he draws back an arrow to his bristle-bearded chin. He mouths a curse and lets fly his deadly shaft.

  Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked. If you have completed the Lore-circle of the Spirit, add 3 to the number.

  If your total is now 0–3, turn to 122.

  If it is 4–7, turn to 53.

  If it is 8 or more, turn to 321.

  254

  All the bets are quickly placed and the pit-master prepares to start the proceedings, but the fight is over almost as soon as it begins. Without waiting for the pit-master to hammer the gong that signifies the start of combat, the orange-skinned fighter springs across the pit and buries its spiked club between the startled eyes of its opponent, killing him instantly. The crowd hoots with glee at the beast's display of low cunning, and, despite some loud protests by those who bet on the humanoid, the pit-master reluctantly declares the reptilian the winner.

  Bets are about to be placed on the next round of combat when a loud, intermittent whistle interrupts the preliminaries: it is the signal that Helgedad has been sighted by the lookout. Some of the crowd leave their seats in order to view the Black City through the tiny portholes that line the walls of the gallery. With your heart pounding at the thought of seeing the Darklands' most infamous stronghold for the first time, you leave the pit and join them.

  Turn to 326.

  255

  Kraagenskûl watches you step over the gore-stained bodies of his creations, and then raises his black sword as you approach him boldly. ‘Here lies your doom, fool!’ he roars, waving his sword before his ghastly face. ‘Come. Take it … if you dare!’

  Cautiously you circle the Darklord, taking care to remain beyond the reach of his sorcerous blade, but he moves towards you with surprising speed. As you dive to avoid his attack, you seek a chance to turn the odds a little in your favour. With a mighty kick, you send one of the fiery pillars toppling towards your foe. He screams and dodges aside, but the column glances his shoulder as it slams to the granite floor with a crackling roar. The black sword spins from his hand and slides to a halt near the base of the throne. For a moment your eyes meet; then simultaneously you race to retrieve the blade.

  Pick a number from the Random Number Table. For every Magnakai Discipline that you possess, including your initial three skills, add 1 to the number you have picked.

  If your total is now 0–5, turn to 90.

  If it is 6 or more, turn to 133.

  256

  You stand at the ship's rail and stare at the surrounding wall of darkness. The salty air is cold upon your face, but, as you breathe deeply, you detect a strangely bitter smell, like burnt sulphur, being carried on the wind. You are about to mention this to the captain when a shout rings out from the crow's nest that sends the crew into a frenzy of activity. ‘Blockaders dead ahead!’

  ‘Hard a'port!’ bellows the captain, and his helmsman spins the ship's wheel frantically.

  Five Darkland ironclads loom into view. They each carry a formidable array of weapons mounted on their steel-skinned decks, and protruding from the middle of each craft is a tall funnel, which belches forth a cloud of choking, sulphurous smoke. As the Intrepid swerves to avoid collision, this acrid smoke wafts across the water and engulfs the crew, causing them to cough and retch violently.

  Suddenly, a flash of blue-white light illuminates the bow of the nearest ironclad and a fiery projectile arcs across the sky.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–1, turn to 20.

  If it is 2–9, turn to 180.

  257

  The leathery Zlanbeast flaps its wings and shifts its weight uneasily from one clawed foot to the other. Carefully you approach this dangerous creature, with your eyes fixed upon its saddle and your nerves on edge, fearing that at any moment it will slash you with its razor-hooked beak.

  Pick a number from the Random Number Table. If you possess the Magnakai Discipline of Animal Control and have reached the Kai rank of Archmaster, add 4 to this number.

  If your total is now 0–4, turn to 333.

  If it is 5 or more, turn to 112.

  258

  Starbursts of light flash before your eyes and the pain in your head grows ever more unbearable until you feel sure that your skull is about to explode: lose 8 ENDURANCE points. (If you possess either a Psychic Ring or a Grey Crystal Ring, lose only 3 ENDURANCE points.)

  Then, unexpectedly, the pain stops and Taktaal shrieks with anger and surprise. He has seen through your disguise and your true identity shocks him to the core.

  Turn to 176.

  259

  Your first Arrow pierces a heart, but your second is deflected by a steel breastplate. Before you have a chance to fire again, the surviving gunner is upon you, his short sword unsheathed and ready to stab at your chest.

  Drakkarim Gunner: COMBAT SKILL 19 ENDURANCE 25

  Unless you possess the Magnakai Discipline of Huntmastery, you must fight the first two rounds of combat unarmed.

  If you win and the fight lasts three rounds or less, turn to 272.

  If you win and the combat lasts four rounds or more, turn to 155.

  260

  The Slavemaster dons a mask that covers his nose and mouth, through which he is able to breathe safely the noxious air that swirls outside his tower. He takes you to the outskirts of Aarnak in his personal chariot, to a vast, open-cast quarry. The means of your transportation to Helgedad waits at the edge of the quarry's vast crater. Your jaw opens in amazement when you set eyes on the vehicle, for it is gigantic, by far the largest vehicle you have ever seen on dry land.

  Illustration XIV—The Lajakeka waits at the edge of the quarry's crater.

  ‘It is a Lajakeka, a “stone-taker”,’ says the Slavemaster, clearly amused by your awed reaction to this wheeled leviathan. ‘It is filled with ore, mined here at this crater, that is destined for the furnaces of Helgedad. You are to be a passenger on its return journey to the Black City. However, you will not be travelling alone. There are several Liganim, and some others besides, who will be fellow travellers. Be wary of them and remember all that I have said.’

  Then he bids you farewell, and watches as you climb the wide ramp that leads into the belly of the steel beast. Inside it is not unlike a ship, with cabins for the travellers and crew,
and interconnecting passages that service the vast cargo holds full of ore. The Giak crew members allocate cabins at random, and once you are safely inside yours, you pull the bolt and try to make yourself comfortable on an unpadded steel bunk. Then the screech of metal on metal and the dull throbbing of the Lajakeka's engines fill your ears. The bunk shudders and your pulse quickens: your journey to Helgedad is underway.

  You have been travelling for less than an hour when you hear a knock on your cabin door.

  If you possess the Magnakai Discipline of Divination and have reached the Kai rank of Mentora or higher, turn to 298.

  If you do not possess this skill, or if you have yet to reach this level of Magnakai training, and wish to open your cabin door, turn to 85.

  If you do not possess this skill, or if you have yet to reach this level of Magnakai training, and wish to ignore the knock, turn to 144.

  261

  The Darklord laughs and the chamber vibrates to the sound of his ghastly glee.

  ‘So, the worm-master's minion wishes to serve a lord with true power, does he? Very well, you treacherous slime, but first you will have to prove yourself worthy of my lordship.’

  He moves towards the Transfusor, in doing so turning his back on you.

  If you wish to take this opportunity to launch a surprise attack at the Darklord, turn to 176.

  If you do not wish to attack him, turn to 168.

 

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