The Fall of Blood Mountain

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The Fall of Blood Mountain Page 5

by Joe Dever


  If you do not possess either of these skills, or if you have yet to attain the required level of Kai Mastery, turn instead to 338.

  12

  You wait patiently near the entrance to the weapons laboratory where you observe the enemy attempting in vain to master the deadly devices they have discovered here. The portcullised arch offers the only way out of this hall, and you decide that you must attempt to reach it at the first opportunity. Your chance comes after a few minutes when one of the Shom'zaa minions naïvely scoops a clawful of sodium from a sealed clay pot, and then drops it into a pitcher of water. The resulting explosion decapitates the spawn-creature and creates a dense cloud of choking white smoke.

  Under cover of the smoke, you enter the hall and steal past the enemy undetected. You are able to reach the middle of the laboratory before you are forced to take cover among a stack of oak barrels to avoid the gaze of the creature on the platform.

  Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.

  If your total score is now 6 or lower, turn to 177.

  If it is 7 or higher, turn to 228.

  13

  You leap across the slab, but the heel of your boot grazes the stone as you land and it triggers the trap. A panel in the ceiling ahead falls away to reveal a line of sharpened bone arrow-tips, angled to fire along the passage. You hear a sudden whoosh of escaping gas; then a volley of deadly shafts come streaking through the dusty air. Hurriedly you dive to the ground in an attempt to avoid being skewered by this salvo of ivory arrows.

  Pick a number from the Random Number Table.

  If the number you have picked is 4 or lower, turn to 239.

  If it is 5–7, turn to 317.

  If it is 8 or 9, turn to 291.

  14

  You have taken just two steps into the cavern when suddenly you are engulfed by a length of steel-hard thread. This thin, sticky wire whips around your legs and yanks you to the ground. As you fall, you glimpse a large creature affixed to the ceiling. It resembles a huge black beetle, with mandibles and a shiny shell that covers a pair of membranous hind wings. The thread extends from a bony tube beneath this horror's gaping mouth. You struggle hard to break free from its deadly lasso, but the creature spins another length and loops it around your body. You gasp for air as this thread is pulled tighter.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–2, turn to 80.

  If it is 3 or higher, turn to 181.

  15

  With great bravado, you throw back your head and treat the sneering lancers to a verse of the Sommlending national anthem. At first the Shom'zaa Agarashi view your singing with some amusement, but when you begin to raise the pitch of your voice, they realize too late that you are singing a deadly song. The frequency of the sonic attack that you launch rises to a pitch far beyond the range of normal hearing, and it cuts into the lancers' minds like a hot knife through butter.

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

  If your total score is now 4 or lower, turn to 266.

  If it is 5 or higher, turn to 113.

  16

  Gradually you become aware of the fact that your vision is blurred, and you no longer have any feeling in your fingers and toes.

  If you possess Deliverance, turn to 54.

  If you do not, turn to 193.

  17

  When you arrive at the pit, you quickly pull aside the planks that lie strewn across the opening. Peering down into the darkness, you glimpse the tangled wreckage of a cage lying at the bottom of the shaft, 60 feet below. Some of the Shom'zaa minions have now recovered their nerve and have regrouped at the edge of the quarry. Cautiously they begin to advance towards you, firing arrows as they move closer.

  If you possess Kai-alchemy, turn to 76.

  If you do not possess this Discipline, turn to 180.

  18

  The blazing tip of your Arrow hits and penetrates a powder keg. Moments later, there is a tremendous explosion as the platform is consumed by a searing ball of yellow and scarlet flame.

  Turn to 130.

  19

  You draw an Arrow and let it fly at the creature's eyes, but as your shaft whistles towards its vile head, the beast slams its glowing fists together and catches it in mid-air. Instantly, the wooden shaft bursts into flames. It burns fiercely for just a few seconds before crumbling away to ash.

  Fearful that the same thing will happen to you if you allow this creature to get too close, you retreat from the tomb and run across the chamber to the alcove. Quickly you pull the lever and a secret panel in the wall slides open to reveal a narrow passage beyond. Taking hold of the stonework that frames the panel, you pull yourself towards the narrow gap. You are only halfway through the opening when two orbs of living flame leap from the creature's glowing fists and come arcing towards your spine.

  Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

  If your total score is now 0–6, turn to 44.

  If it is 7–8, turn to 262.

  If it is 9 or higher, turn to 30.

  20

  You call upon your elemental skills to create a shield of hot air between you and the icy blast. You see the air shimmering in the tunnel ahead, and then the deadly blast cuts through it with spectacular effect.

  Pick a number from the Random Number Table. If your current ENDURANCE score is higher than 24, add 2 to the number you have picked.

  If your total score is now 4 or lower, turn to 93.

  If it is 5 or higher, turn to 343.

  21

  Suddenly you remember the Bronze Disc that you found in the ransacked storage room, and you pull it from your tunic pocket. The dwarven runes engraved on its bronze surface are identical to the ones that embellish the door buttons. Confident that they hold the key to the opening of this portal, you press the three buttons in descending order: 3–2–1.

  Turn to 321.

  22

  A cold shiver runs down your spine as you watch the mass of shrieking, wild-eyed horrors come charging across the cavern towards the Drodarin line. Their raw fury stands in stark contrast to the cool discipline of the War-thanes who wait to greet them with musket, cannon, and axe. Suddenly your eye is caught by a flash of blue light at the centre of the attacking horde. An icy blast of energy is launched and it strikes close to the cannon, freezing most of the crew. You magnify your vision and see a Shom'zaa Agarashi commander leading the charge. As he runs he holds his claw outstretched in readiness to launch a second blast at the Drodarin cannon. If he is allowed to succeed, and the cannon is silenced, Prince Torfan's dwarves may be unable to turn back this determined attack.

  If you possess a Bow and wish to use it, turn to 256.

  If you possess Kai-alchemy and wish to use it, turn to 335.

  If you possess Magi-magic and wish to use it, turn to 72.

  If you do not possess a Bow, nor either of these skills, or if you choose not to use them, turn to 214.

  23

  You remove the Tinderbox from your Backpack and grip it tightly in your fist. As soon as the way is clear, you leap out from behind the shield and dash towards the cannon. The Agarashi commander sees you breaking cover; it halts and turns. Then, with a disdainful laugh, it raises its clawed hand and takes careful aim at your fleeing form.

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

  If your total score is now 3 or lower, turn to 289.

  If it is 4 or higher, turn to 175.

  24

  The blow hurls you forward and you strike your forehead on a stalagmite before splashing into the mire: lose 3 ENDURANCE points.

  Your senses are scre
aming ‘Danger!’ as you struggle to your knees and wipe the slime from your bloodied nose and mouth. You reach for your Kai Weapon, but its blade is barely out of the scabbard when Shom'zaa leaps upon you and rakes you with his terrible claws.

  Shom'zaa: COMBAT SKILL 56 ENDURANCE 50

  This creature is immune to Mindblast (but not Kai-surge).

  If you win the combat, turn to 322.

  25

  Your blazing Arrow speeds towards the kegs, but the skeletal creature sees it approaching and it reacts swiftly to your deadly threat. It raises its clawed hand and launches an icy blast that freezes the Arrow in mid-air. Then the creature emits a loud, hellish shriek, and you feel a fiery pain welling up inside your skull as a powerful stream of destructive psychic energy batters your mind.

  Rapidly the pressure builds in your head until your skull feels fit to burst. Your vision is clouded by a scarlet haze, and you are unable to stifle a cry of pain as you drop your Bow and collapse to your knees: lose 3 ENDURANCE points.12

  Desperately you struggle to erect a defensive wall around the core of your mind, using your power of Psi-screen. Slowly, as your mental defences lock together, the pain eases and your vision clears. Through the receding red mist you see a group of Shom'zaa Agarashi stalking towards you with their swords drawn. You force yourself to stand, and you unsheathe your Kai Weapon just in time to meet their determined attack.

  Shom'zaa Agarashi: COMBAT SKILL 40 ENDURANCE 30

  If you win this combat in three rounds or less, turn to 65.

  If you win the combat in four rounds or longer, turn to 189.

  [12] As the wording here is rather ambiguous, it is up to you to decide whether to delete the Bow from your Action Chart in this instance.

  26

  The huge arachnid makes a vile chittering sound as it moves towards you. As it gets ready to pounce, you see that its fangs are coated with a sticky black venom.

  Illustration I—The huge arachnid gets ready to pounce.

  Giant Steamspider: COMBAT SKILL 48 ENDURANCE 45

  This creature is immune to Mindblast (but not Kai-surge).

  If you win the combat, turn to 112.

  27

  You unsheathe your Kai Weapon and raise it in readiness to begin your attack upon the sediment that secures the lid of Andarin's tomb.

  Tomb of Andarin: COMBAT SKILL 50 ENDURANCE 50

  Conduct this combat in the usual way. Any ENDURANCE losses you may sustain are due to the fatigue you experience as you battle to break open the lid. You may not use any psychic attacks during this combat.

  You may cease attacking the lid at any time (evade) by turning to 230.

  If you win the combat, turn to 110.

  28

  As you lie hidden behind the empty powder barrel, you pray that its timbers are thick enough to protect you from enemy crossbow bolts.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–1 turn to 149.

  If it is 2–7, turn to 70.

  If it is 8–9, turn to 98.

  29

  Despite your formidable fighting skills, you dare not wait for the advancing horde to close in, for this enemy is heavily armed and you are greatly outnumbered. Fear ties a knot in the pit of your stomach as you unsheathe your Kai Weapon and set off towards the quarry's north wall at a run.

  Hurriedly you race towards the pit shaft at the base of the wall with the hope of reaching it before the horde can block your path. Their lizard-faced leader growls with anger when he sees you, and he shrieks a command to the archers in his ranks to let loose a volley of deadly arrows at your fleeing form.

  Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked. If you possess Assimilance, add 2.

  If your total score is now 5 or lower, turn to 94.

  If it is 6 or higher, turn to 297.

  30

  The speeding fireballs explode harmlessly in the entrance as you make good your escape along this cobwebbed passage. In the distance, you glimpse the opening to a chamber that is crowded with objects that glitter enticingly in the half-light. When you magnify your vision, you realize with some amazement that you are running towards a secret Drodarin treasure vault.

  The sound of falling masonry alerts you to a renewed danger: the creature is attempting to pursue you. Chunks of crumbling plaster are being dislodged from the walls as the creature forces its bloated body along the narrow passageway.

  If you possess Grand Pathsmanship, turn to 223.

  If you do not, turn to 166.

  31

  Fragments of the icy blast penetrate your shield to pepper your face and chest with razor-sharp fragments: lose 2 ENDURANCE points.

  Quickly you recover and draw your Kai Weapon as the first wave of the Shom'zaa horde reaches the barricade. The War-thanes fight with ruthless efficiency, felling ten of the enemy for every Drodarin who falls. But the horde are gripped by a battle-frenzy that drives them like demons, and you are hard-pressed to keep them from breaking through the barricade.

  Shom'zaa Horde (in battle-frenzy): COMBAT SKILL 47 ENDURANCE 45

  This enemy is immune to Mindblast (but not Kai-surge).

  If you win this combat, turn to 100.

  32

  You use your powerful mental defences to shield yourself from this psychic assault. The pain in your skull rapidly fades, and the creature howls with frustration when it senses that you have effectively countered its mind attack.

  With a petulant flick of its clawed limb, it signals to the nearest minions to close in and prevent your escape from the laboratory. To your dismay, you see that your route to the portcullised archway is now obstructed by a group of Agarashi minions. When they clumsily attempt to turn and aim a siege catapult and a two-wheeled field cannon towards your hiding place, you are suddenly struck by the icy realization that you must strike first if you are to have any chance of escaping from this laboratory alive.

  You look at the creature on the platform and suddenly you notice that it is standing beside a stack of wooden kegs. Branded on these kegs in Drodarin script are two words: Blasting Powder.

  If you possess a Bow and Magi-magic, and have reached the rank of Kai Grand Guardian (or higher), turn to 259.

  If you possess Kai-alchemy and wish to use it, turn to 184.

  If you possess Elementalism and wish to use it, turn to 278.

  If you possess none of the above, or if you decide not to use any of them, turn instead to 45.

  33

  As you descend, you hear a faint buzzing sound resonating from the rock-face. Rapidly this sound becomes an angry drone when the basket draws level with a cavity in the wall. Suddenly, a swarm of large wasp-like insects pour out of this hole and encircle the basket. The lower stripy sections of their bodies begin to glow as they gather together in a cloud and hover menacingly above you.

  ‘Antah wasps!’ exclaims Leomin, fearfully. You reach for your Kai Weapon, but as your hand closes around the hilt, the insects fire their stingers.

  Illustration II—A swarm of angry Antah wasps encircle your basket.

  Antah Wasps: COMBAT SKILL 40 ENDURANCE 30

  These insects are immune to all psychic attacks.

  If you win the combat, turn to 174.

  34

  You struggle to speak the words of the Brotherhood Spell Strength. When you finally complete the intonation, you feel a surge of power flowing through every muscle of your body. Electrified by this energy, you are able to swim away from the jagged granite reef. You pass within a few yards of these deadly rocks, and then the cold water currents swirl you around and wash you up onto a shingle bank.

  To continue, turn to 290.

  35

  The dwarves of Bor are famed throughout Magnamund for their devotion to the technology of warfare. Drodarin engineers have for centuries produced ingenious weapons that utilize the power of explosive powders and inflammable fluids. The distan
t hall is one of King Ryvin's weapons laboratories, and it contains a vast assortment of bombards, siege engines, and other mechanical devices of war. It also contains a host of Shom'zaa Agarashi who appear to be conducting experiments of their own, with devastatingly lethal results.

  The tunnel shakes with the force of another explosion as you cautiously approach the entrance to the laboratory. Standing atop a wooden platform at the far side of the chamber, you see a thin skeletal creature, with charcoal-black skin and iridescent eyes. Like an orchestral conductor it issues directions to its minions scattered about the hall below. Many are killed carrying out the orders, yet they seem more afraid of incurring the creature's wrath than of being blown apart by their inept handling of Drodarin explosives. Below the platform you can see an archway with a stone ramp that descends to a lower level. This exit from the laboratory is protected by a heavy wooden portcullis, yet the gate is raised and the archway is clear. You note that the portcullis is operated by a single rope and pulley.

  Before you attempt to enter the hall, you consult the Bloodstone Andarin and see that the colours have become stronger since the last time you looked. Your Kai senses and the lights of this glowing gemstone both confirm that you are getting nearer to finding King Ryvin's sons.

 

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