Vampirium

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Vampirium Page 12

by Joe Dever


  Turn to 200.

  189

  An arrow hits you in the left arm barely moments before you reach the safety of the darkened alleyway: lose 3 ENDURANCE points.

  To continue, turn to 174.

  190

  You dodge to the right, and all at once there is a flash and a deafening bang. You feel the lead ball from the squad leader's pistol rip through your loose robe. It passes beneath your armpit and strikes the far wall without causing you any injury.

  To continue, turn to 204.

  191

  Your sweeping blow misses and, in the next instant, a blinding flash of white light engulfs your vision as the rock slams into your jaw. A numbness engulfs your senses and you feel yourself tumbling head-first into a deep, dark abyss.

  The rock has shattered your jaw and knocked you unconscious. Upon seeing your limp and helpless form, the flying creature swoops in for the kill. Mercifully, you are spared the agony of death as this ruthless denizen of the Doomlands rends your body in two.

  Sadly, your life and your mission end here.

  192

  One of the steam-gun projectiles grazes your left leg: lose 2 ENDURANCE points.

  If you survive this wounding, turn to 68.

  193

  The tip of a dart grazes your thigh, making you grit your teeth against the stinging pain: lose 1 ENDURANCE point.

  To continue, turn to 304.

  194

  Shortly before midnight, you approach a toll bridge that traverses a deep gorge. The entrance to this bridge is blocked by a single-pole barrier, and on either side of the obstruction are painted wooden shacks, adorned with flickering lanterns. The soldiers who guard this bridge are asleep inside the shacks and they fail to hear you approaching. You decide to jump your horse over the barrier and you call to Gildas and the others to follow your lead.

  Pick a number from the Random Number Table. If you possess Animal Control, add 2 to the number you have picked.

  If your total score is now 0–1, turn to 42.

  If it is 2 or higher, turn to 90.

  195

  The Bhanarian guardsmen react quickly and soon they are following closely on your heels as you race through the copse. When you break from the cover of the trees, the nearest enemy warrior hurls his spear at your fleeing back. Your Kai Sixth Sense alerts you to the flying missile and you dodge aside, but the tip of the spear gouges your shoulder and sends you tumbling head-first into the long grass: lose 3 ENDURANCE points.

  To continue, turn to 85.

  196

  Above the clanging of the alarm bell, you hear a gruff command to halt. You glance over your shoulder and see a Bhanarian guard framed in the jagged window through which you have made your escape from the mess hall corridor. He is armed with a Bor musket, and when you and your companions ignore his order to stop, he raises his cumbersome weapon to his shoulder and discharges a shot at your fleeing backs.

  Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked.

  If your total score is now 0, turn to 336.

  If it is 1–4, turn to 102.

  If it is 5 or higher, turn to 82.

  197

  The man invites you to sit at his table and then he proceeds to shuffle and deal out twelve cards from his deck and place them face up before you. They each feature intricate designs and symbols that you have never seen before. Predictably, he assures you in a syrupy tone that you shall enjoy health, wealth, and great happiness. As he is pointing to the cards, you notice he is wearing a distinctive black signet ring engraved with a tiger's head. You suspect this man is secretly one of Sejanoz's agents. When he asks why you have come to Yua Tzhan, Gildas places his hand on your shoulder and suggests that it is time you should be leaving.

  If you possess Kai-alchemy, turn to 120.

  If you do not possess this skill, or if you choose not to use it, turn to 15.

  198

  As you make the jump, the corporal sidesteps and thrusts at you with his spear. Its sharpened steel tip grazes your rib cage (lose 2 ENDURANCE points).

  Your horse sails across the barrier, and the rangers jump their mounts over it with consummate ease. The angry cries of the corporal quickly fade into the distance as you leave the bridge and follow the road up into the hills beyond.

  Turn to 272.

  199

  You speak the words of the Brotherhood Spell Lightning Hand and level your right arm at the closest creature's head. A crackling arc of electrical power leaps from your hand and connects with the beast's jaw, its raw power causing the creature to lose all control. With a sickening crunch, the helpless creature collides with the rocky wall of the mountain pass and then tumbles out of view.

  To continue, turn to 18.

  200

  You see the fearsome figure of Autarch Sejanoz come stepping through the chamber's shattered window. He alights from the platform of his golden sky-chariot which hovers silently beside the tower. Sheathed from neck to toe in black and golden armour, this warrior stands an arm's length taller than you and your companions. A great tiger helm conceals his face and behind him swirls a voluminous scarlet cloak. Only his hands are visible and they seem strangely at odds with the grand scale and design of his armour. They are withered and twisted like claws, the skin wrinkled and cracked like burnt parchment. Hanging over them are four long, curved, needle-like claws of steel that sprout from the back of the golden bracers which encase his wrists.

  Gildas and his men reach for their bows and fire repeatedly at the Autarch, yet every arrow they send against him ends shattered. From the visor of his helm there issues a thin, chilling laugh: ‘You cannot kill me with your sharpened sticks, you fools!’ Upon hearing this, Paviz and Yalin drop their bows and unsheathe their blades. Paviz shouts a much practiced cue, and together they attack the Autarch, striking simultaneously from either side.

  With stunning swiftness, Sejanoz retaliates. He reaches out and grabs each man by the throat with his cadaverous hands, and raises them several inches from the floor. With a series of metallic clicks, the needle-claws extend and turn inwards, puncturing their jugular veins. Their faces blanch as their blood is drained, and not a drop is spilt.

  Illustration XII—Gildas' men are powerless in the grip of the mighty Autarch Sejanoz.

  You are shocked by the spectacle of the Autarch's vampiric attack, and your senses scream at you to act to save your brave companions before it is too late.

  If you possess Kai-alchemy and wish to use it, turn to 75.

  If you possess Magi-magic and wish to use it, turn to 233.

  If you possess Kai-surge and wish to use it, turn to 148.

  If you possess none of these skills, or if you choose not to use any of them, turn to 24.

  201

  Dusk soon approaches and you resolve to return to the ancient ruins to set up a camp for the night. At first light you begin a long ride south, guided by your Siyenese Compass. Judging by the steady course that you follow, you hazard a guess that the enemy are heading towards the city of Yua Tzhan.

  If you possess Astrology, turn to 332.

  If you do not possess this Grand Master Discipline, turn to 232.

  202

  Shortly before midnight, you approach a toll bridge that traverses a deep gorge. The entrance to this bridge is blocked by a single-pole barrier, and on either side of the obstruction are painted wooden shacks, adorned with flickering lanterns. The soldiers who guard this bridge are awoken by the sound of your horses' hooves. Fearing you to be a surprise inspection by their commanding officer, they grab their spears and stumble out of the shacks. As they draw themselves up in an untidy line before the barrier, their corporal raises his hand, commanding you to halt.

  If you wish to stop before the barrier, turn to 159.

  If you wish to attempt to jump your horse over the barrier and ride across the bridge beyond, turn to 38.

  203

  Patiently, you watch a
nd wait until the skyship and its attackers have disappeared from view before you break cover and search for the metallic tube. After several minutes, you discover it lodged in a jagged outcrop protruding from the wall of the ravine, some 6 yards below the rim.

  Aided by your tracking skills and natural agility, you descend the steep gully wall and retrieve the steel tube. You tuck it into your belt and then climb back to the top of the ravine before you examine what the tube contains.

  Turn to 140.

  204

  With surprising agility, the squad leader leaps from his bath tub and attacks you with the butt of his empty pistol. In the ensuing struggle, you deal him a deep and mortal wound to the chest. The force of your blow sends him tumbling backwards to collide with the tub. It tips over and a torrent of water cascades into the fire. His dying cries mingle with the loud hissing of steam as the bath water extinguishes the fire and sizzles on the red-hot grate.

  You sheathe your blade and your Kai senses tell you that you are now very close to the Claw of Naar. You look at your Siyenese Compass once again, and you see that its needle is pointing to a painting which hangs above the fireplace.

  To continue, turn to 137.

  205

  You stoop to examine the curious, tree-like shrub and your Grand Master Discipline enables you to recognize its red and yellow leaves.

  ‘This is a Klorva tree,’ you say, confidently. ‘Its leaves contain a powerful healing agent that is stronger than Laumspur.’

  There are sufficient leaves on this small Klorva tree for 1 dose. If you wish to pick and keep them, record the Klorva on your Action Chart as a Backpack Item. When swallowed after sustaining an injury, Klorva will restore 6 ENDURANCE points.

  To continue, turn to 240.

  206

  You observe that the bridge at Zuda is occupied by Bhanarian soldiers. Their tented encampments are dotted around the approach road and river bank, and the line of their supply wagons stretches away to the west.

  The tiger's-head flag of Autarch Sejanoz now flies over Zuda. This border town has been overrun by his army within the last 24 hours. At first you suspect that this could be the start of a war between Bhanar and Chai, but your Kai senses tell you that this is no ordinary military operation. This army has come here for one purpose — to ensure the recovery of the Claw of Naar.

  You hold sombre council with the rangers and try to determine how best to proceed from here. ‘I propose we try to reach the Chai Wall,’ says Gildas, and his men readily agree. Having never heard of this edifice, you ask Gildas to explain. ‘The Chai Wall is a line of forts and military defences that lies 60 miles to the east of Zuda,’ he says. ‘Invasion from Bhanar has long been a threat to Chai, but its ancient ruler — Khea-khan Xo — had remarkable foresight. He constructed a formidable wall to deter Autarch Sejanoz from invading his peaceful realm. It has served Chai well for many centuries.’

  You thank Gildas for this history lesson, but you question its accuracy. ‘I was taught at the Kai Monastery that the reign of Khea-khan Xo was more than a thousand years ago. Surely his enemy then was not the same Autarch Sejanoz who rules Bhanar now?’

  ‘Ah, but he is!’ replies Gildas. ‘Sejanoz has ruled this land for 3,000 years. Legend says that he entered into a pact with Agarash the Damned. In return for his soul he received … immortality.’

  As you look upon the flag of Autarch Sejanoz fluttering high above the buildings of Zuda, a growing sense of foreboding creeps upon you and it leaves a chill in your blood.

  To continue, turn to 184.

  207

  You are making your way though the crush of soldiers and wagon drivers when suddenly a Guard sergeant blocks your path.

  ‘Hey, you!’ he growls, pushing you forcefully in the chest with the heel of his hand. ‘Where's your pass?’

  If you possess a Tiger Ring and wish to show it to the menacing sergeant, turn to 320.

  If you possess a Gold Talisman, turn to 87.

  If you possess neither of these items, turn to 55.

  208

  The woman launches a bolt of psychic energy that strikes at the core of your mind. Fortunately, your mental defences prove strong enough to save you from sustaining any serious damage from this opportunistic assault: lose 2 ENDURANCE points.

  To continue, turn to 96.

  209

  You shout at the rangers, commanding them to hold their fire, but it is already too late. Desperately you throw yourself to the ground as their feathered shafts come streaking towards you. Two of their arrows clip and gouge your flesh as you strike the stone floor and roll to a halt: lose 4 ENDURANCE points.

  If you have survived this wounding, turn to 269.

  210

  You roll aside and your quick reflexes save you from the conda's deadly fangs. Gildas reaches for his sword and, with one swift and deadly swipe, he decapitates the hissing serpent and sends its fanged head spinning through the air, trailing a stream of greenish-yellow venom.

  You whisper your thanks to Gildas as he wipes his blade on the grubby sleeve of his tunic and slips it silently back into its scabbard.

  Turn to 335.

  211

  You reach the far door without being seen. Silently you twist its copper handle and enter a small antechamber that is hung with tapestries. Beyond this small room is an archway through which you catch sight of part of a sumptuous bedchamber. You detect the sound of splashing water and the sweet aroma of perfumed bath oils. You can also detect the powerful aura of evil which radiates from the Claw of Naar.

  Cautiously you approach the archway and peer around its carved frame. Bathing in a large tub of soapy water set before a blazing log fire, you see the squad leader. You sense that the Claw is somewhere close to him, but you cannot see it. Suddenly you are startled by a loud knock on the door behind you.

  Illustration XIII—You discover the squad leader bathing in a tub of soapy water.

  If you wish open the door, turn to 73.

  If you decide to lock the door, you can draw its bolt by turning to 217.

  212

  Guided by your Pathsmanship and tracking skills, you lead the rangers to the South Gate of Yua Tzhan. Here you are able to depart the city unchallenged, along a road that passes through outlying settlements before climbing gently into the Honah Hills.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 202.

  If it is 5–9, turn to 194.

  213

  Your command comes too late to prevent Gildas from letting slip his bowstring. His arrow arcs towards the creature and strikes it in the centre of its bulbous body. With a chilling cry, the beast crumples to the ground and begins to shrink and change. Within the space of a few fleeting seconds the transformation is complete, and you find yourself staring with disbelief at the wounded body of a frail old man.

  Instinctively, you leap from your horse and rush to the old man's side. Cradling his greying head in the crook of your arm, you attempt to relieve the pain of his chest wound by the use of your Kai healing skills.

  If you possess Deliverance, turn to 10.

  If you do not, turn to 264.

  214

  As you gallop through the stables, you quickly intone the words of the Old Kingdom Spell Power Word and shape your mouth in readiness to utter it: Gloar!

  The concussive energy of your spell-word strikes one of the troopers who is attempting to bar your escape, and it sends him cartwheeling across the straw-covered ground. His companion slams shut his door, blocking half of the archway, but there is still space enough for you and your companions to make good your escape into the streets beyond. As you gallop through the narrowed exit, you steer your horse to the right and race away along a dark, cobblestoned street.

  Turn to 14.

  215

  Silently you recite the words of the Brotherhood Spell Mind Charm and direct its power at your angry accuser. Under the influence of your spell, he suddenly
becomes calm and susceptible to your mental commands. You prompt him to tell his cohorts that he has made an error, that you are not the plainsman who swindled him after all, and meekly he complies with your psychic suggestion.

  His accomplices are embarrassed by their friend's mistake, and they offer to buy you and your companions some ale. Politely you decline their offer as you make your way towards the door.

  Turn to 295.

  216

  The rock is deflected by the gust of air, but as it tumbles past, it glances your right shoulder and rips open the sleeve of your tunic: lose 1 ENDURANCE point.

  To continue, turn to 339.

 

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