The Fall of Blood Mountain

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The Fall of Blood Mountain Page 11

by Joe Dever


  You run towards the east and re-enter the tall crops at the edge of the clearing, and then carefully you skirt around the flames before continuing your trek northwards. Soon you come to a muddy ditch which marks the boundary between the wheat fields and a neighbouring crop of barley. The cereal plants here are shorter, and you are able to catch sight of the roof of a Drodarin farmhouse less than 50 yards ahead.

  If you wish to investigate this farmhouse, turn to 73.

  If you choose to avoid the farmhouse, turn to 37.

  163

  You draw upon your Magnakai Discipline of Psi-surge and launch a blast of psychic energy at the guards in an attempt to disrupt and confuse them. Then you leave the cover of the shadows and set off towards the archway at a run, building speed rapidly as you draw closer. You are within a dozen yards of your enemy when you unsheathe your Weapon and give vent to your battle-cry: ‘For Sommerlund and the Kai!’

  Shom'zaa Agarashi (with spears): COMBAT SKILL 40 ENDURANCE 40

  If you win this combat in four rounds or less, turn to 82.

  If you win and the fight lasts five rounds or longer, turn to 236.

  164

  As you unshoulder your Bow and draw an Arrow from your Quiver, you recite the words of the Old Kingdom Battle-spell Flameshaft. Then you take careful aim at the powder kegs, and the tip of your Arrow ignites with a blue flame the moment you release your straining bowstring.

  Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 3 to the number you have picked.

  If your total score is 7 or lower, turn to 25.

  If it is 8 or higher, turn to 237.

  165

  Prince Leomin tugs his battle-axe free from the beetle-creature's sundered skull, and the chittering horror loses its grip on the ceiling and comes crashing down upon the cavern floor.

  Quickly the prince hooks the blade of his great axe behind the wiry threads that constrict and bind you, and with one swift pull, he severs them and releases you. As your strength slowly returns, you thank Leomin for his timely rescue and take stock of the damage the lassos of thread have caused.

  Erase 2 Arrows from your Quiver (if you possess this Special Item). Also erase any 2 items of your choice from your list of Backpack Items (if you possess any).

  To continue, turn to 209.

  166

  Your mind is so clouded by the fear that the creature may launch another fireball at your fleeing back, that you fail to see you are running towards a deadly trap. One of the dusty stone slabs which pave this narrow passageway is set to trigger the trap when any weight is placed upon it. The moment you tread on the slab, a panel in the ceiling ahead drops down 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 comes streaking through the dusty air. Instinctively you throw yourself 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 you possess Grand Huntmastery, add 2 to the number you have picked.

  If your total score is now 6 or lower, turn to 239.

  If it is 7–9, turn to 317.

  If it is 10 or higher, turn to 291.

  167

  As the last of these Agarashi falls dead at your feet, you wipe your ichor-stained Weapon and sheathe it in your belt. Then you search the slain minions and discover the following Weapons and items:

  Sword

  2 Axes

  Dagger

  Bow

  3 Arrows

  Tinderbox

  On passing through the portal, you pause to pull it shut and lock it behind you. The tunnel continues and you follow its central wagon track as gently it descends through the ore-rich rock. After several minutes, you detect a noise like distant thunder rumbling in the passageway ahead. You proceed with caution now, and gradually this low, thunderous noise becomes a series of separate concussive bangs. Soon you catch sight of a lantern-lit hall in the far distance. You stop to magnify your vision, and then you see at once that it harbours the source of the loud explosions.

  Turn to 35.

  168

  Having mustered your Kai camouflage skills to help keep you hidden, you enter the chamber and steal around the perimeter of the horde. It is not until you make a dash into the north tunnel entrance that you are seen by a wild-eyed minion who immediately raises the alarm.

  Without looking back, you run along the tunnel towards the distant cavern. The entrance arch is open and unguarded but, as you draw nearer, a group of spear-wielding Shom'zaa Agarashi are alerted by the shrieks of their comrades in ‘The Hub’. They move swiftly to block the archway and trap you in the tunnel. With a ravening host of minions at your back, you know that in order to survive, you must break through into the cavern ahead at all costs.

  If you possess Kai-alchemy and wish to use it, turn to 207.

  If you possess Magi-magic and wish to use it, turn to 346.

  If you possess neither of these skills, or if you choose not to use them, turn to 127.

  169

  The moment you cease your sonic attack, a shudder runs through the Brozal steeds as if they have suddenly awoken from a nightmarish dream. Their senses have been restored, and with them comes a blind fear of your deadly sonic skills. You call upon your mastery of Animal Control and command one of them to calm itself. It responds to your mental suggestions, even though its companions turn and flee for their lives. As they crash through the crops that line the southern perimeter of the clearing, you summon the Brozal to approach you. It responds with calm obedience. Deftly you climb onto the creature's scaly back and settle yourself in the saddle. Then you turn it towards the east and urge it to enter the tall wheat. Carefully you skirt around the area of blazing crops before heading away to the north.

  The Brozal lopes through the yellow stalks with a swift and easy gait, and you cover ground at a far swifter pace than would be possible on foot. But when you come unexpectedly to a muddy ditch which marks the boundary between the wheat and a neighbouring crop of barley, the Brozal misses its footing. It stumbles badly and you are thrown headlong from the saddle.

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

  If your total score is now 4 or lower, turn to 92.

  If it is 5 or higher, turn to 122.

  170

  The centre of ‘The Hub’ is filled with Shom'zaa Agarashi and many lesser minions. They are being rallied here by their commanders in preparation for a final assault upon the throne chamber of Andarin. By the use of dark magics, the commanders have whipped their troops into a maniacal frenzy. Many claw and bite each other as the sorcery-induced bloodlust eats away their minds.

  You know that you must reach the throne chamber and warn Prince Torfan of what awaits him and his brave defenders. Unless they are prepared for the attack, they could be overrun by the sheer suicidal fury of this maniacal horde.

  If you possess Telegnosis and have attained the rank of Sun Knight, turn to 218.

  If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 36.

  171

  Bravely you battle with this treacherous reef, but you cannot avoid a jarring collision. You glance the sharp rocks and suffer a deep gash to your left thigh: lose 2 ENDURANCE points.

  To continue, turn to 349.

  172

  You throw yourself forwards to avoid being crushed by the cascading rocks, but your legs and lower body are caught in the deluge and pinned to the ground: lose 8 ENDURANCE points.

  To continue, turn to 246.

  173

  You call upon your Magnakai Discipline of Nexus to help you withstand the tremendous heat that is now radiating through the chamber door. It saves your skin from blistering, but it does not protect your tunic and equipment. After less than a minute, your Backpack and clothing begin to smo
ulder as the bronze surface becomes unbearably hot. When finally the heat forces you away from the door, you run and take cover behind Andarin's tomb.

  Suddenly the glowing portal bursts open and slams against the wall with a tremendous crash. An icy trickle of fear runs down your spine when you peek over the tomb and look upon the squat creature that is now framed in the doorway. It has a bloated, veined body and waxy skin that is as pale as a frozen corpse. From its fanged mouth there flickers a forked tongue, and its scarlet eye-slits radiate an evil light that chills the marrow in your bones. As it advances into the chamber with its arms outstretched, you swallow hard with disbelief when you see that its clenched fists are glowing white-hot. They flare and pulsate, like two great balls of fiery plasma.

  If you wish to attack this creature, turn to 212.

  If you wish to attempt to evade it, turn to 79.

  174

  The few wasps that survive your Weapon's bite quickly vanish into the cracks and crevices of the shaft wall. Prince Leomin is impressed by the skilful way in which you fought off the insect swarm and, for the first time in many days, a smile creases his sullen face. He commends you as he works the rope and lowers the basket gently to the base of the shaft.

  Turn to 63.

  175

  The Agarashi commander fires an icy blast at your head, but he mistimes the shot and it fails to stop you from setting your light to the touch-hole. As his deadly missile whooshes past within inches of your scalp, the powder ignites and a tongue of flame roars from the muzzle of the cannon.

  Turn to 210.

  176

  You launch a powerful blast of mental energy at the enemy group, but their magically-induced state of battle-frenzy effectively blocks your psychic attack. An icy clarity fills your mind, and suddenly you realize that you alone must seize the initiative if you are to save the Throne of Andarin from destruction.

  Turn to 328.

  177

  Despite the swiftness and stealth of your actions, the creature on the platform sees you and it emits a hellish shriek. A fiery pain wells up inside your skull as this servant of Shom'zaa launches a powerful stream of destructive psychic energy at your mind.

  If you possess Kai-screen, turn to 32.

  If you do not, turn to 342.

  178

  You warn Prince Torfan that, following the destruction of Shom'zaa, the horde besieging the throne chamber did not go into hiding. He and his bodyguard of War-thanes are deeply shocked to learn that they are now in ‘The Hub’, preparing for a final assault upon the Throne of Andarin.

  ‘It is vital that you hold the throne chamber until your father's army arrives to raise the siege,’ you tell them, earnestly. ‘Take heart, brave Drodarin. Elsewhere in your kingdom the horde is melting away in chaos. It will not be long before your ordeal is over.’

  Suddenly a cry from the barricade warns that the Shom'zaa horde is returning. Torfan orders every War-thane to arms in readiness to meet the enemy. Then he raises his brother's battle-standard and takes up his position beside the cannon, and the stirring sight inspires Prince Leomin's bodyguards to give voice to a rousing cheer.

  You take up a position close to Prince Torfan, and watch with grim fascination as the enemy come pouring into the cavern. Then, with a hellish shriek, the horde raise their weapons and come thundering like a tidal wave towards the barricade.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 116.

  If it is 5–9, turn to 22.

  179

  The commander emits a piercing shriek when its psychic probe reveals that you are hiding among the bodies. You abandon your attempt to feign death, and as you rise up from the bloodstained ground, you reach for your Kai Weapon and tug it from its scabbard. With a whooping cry, the commander and its slavering horde come rushing along the tunnel. You answer them with your battle-cry — ‘For Sommerlund and the Kai!’ — and you stride forward to meet their determined attack.

  Shom'zaa Agarashi & Commander: COMBAT SKILL 50 ENDURANCE 55

  You cannot evade this combat — you must fight these creatures to the death.

  If you win the fight, turn to 324.

  180

  You lower yourself into the pit and begin a cautious descent. The walls of this shaft are cracked and pitted, which helps you to find purchase for your hands and toes, but the rock itself is dry and crumbly. Often a toe-hold does not support your weight and you are left dangling precariously by your fingertips when it breaks away.

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

  If your total score is now 3 or lower, turn to 275.

  If it is 4 or higher, turn to 191.

  181

  The creature spins another loop of thread around your chest, and your vision fades as the last of the air is expelled from your lungs: lose 3 ENDURANCE points.

  You are beginning to lose consciousness when the crushing coils of thread are suddenly loosened. As you gasp air into your burning lungs, your vision begins to clear and you see the reason why the torture has stopped.

  Turn to 165.

  182

  You draw upon your Grand Mastery of Nexus to protect your body as you get ready to attempt to forge a way through this white-hot wall of fire. With fear running cold in your veins, you close your eyes, lower your head, and then sprint towards the roaring fire like a charging bull. You hit the flaming wall and you are consumed by its terrible, searing heat. But you do not falter or lose your footing, and within a few seconds, you emerge from it and crash headlong into a sea of soft, cool barley.

  Physically, you have survived your ordeal unscathed, but when you prise open your eyes and take stock of your equipment, you quickly discover that your tunic and Backpack are on fire.

  If you possess Elementalism and have attained the rank of Kai Grand Master Superior or higher, turn to 326.

  If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 235.

  183

  Fragments of the icy blast penetrate your elemental shield and 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.

  184

  You level your right arm at the stack of powder kegs and whisper the words of the Brotherhood Spell Lightning Hand. A bolt of blue flame arcs from your outstretched hand and speeds towards the platform, yet the skeletal creature reacts swiftly to your deadly threat. It raises its clawed hand and launches a counterspell to check your crackling bolt.

  Pick a number from the Random Number Table. For every Kai rank that you have attained above the rank of Kai Grand Sentinel, add 1 to the number you have picked.

  If your total score is now 7 or lower, turn to 348.

  If it is 8 or higher, turn to 39.

  185

  You call upon your mastery of Kai camouflage skills to help keep you hidden, and then you enter the chamber and steal around the perimeter of the horde. You reach the north tunnel undetected and hurry along the tunnel towards the distant cavern. To your dismay, your swift progress is brought to a halt when you see that the entrance to the cavern is guarded by a group of spear-wielding Shom'zaa Agarashi.

  If you wish to try to draw these guards away from the entrance, turn to 277.

  If you wish to attempt to break through their ranks, turn to 292.

  186


  You rush from your hiding place beneath the stone channel and sprint towards the tunnel's mouth. Unfortunately, your escape bid is seen by a sharp-eyed minion positioned on a gantry high above. This creature is armed with a loaded slingshot which it flings at your fleeing back. The shot hits you as you are entering the tunnel, and the lead missile destroys one of the items that you are carrying.

  Erase from your Action Chart the last item that you have recorded on your list of Backpack Items.

  To continue, turn to 270.

  187

  Suddenly you recall something you learned at the Kai Monastery many years ago. Steamspiders are commonly found in the hot and humid regions of Magnamund, though few ever grow to the size of the gigantic specimen that confronts you here. The smaller ones are especially vulnerable to acetic acid, and nests of steamspiders are usually destroyed with a liberal sprinkling of vinegar.

  Armed with this knowledge, you pull the Jug of Vinegar from your Backpack. Then you hurl it at the giant arachnid as it tenses itself in readiness to attack.

  Pick a number from the Random Number Table.

  If the number you have picked is 2 or lower, turn to 298.

 

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