The Jungle of Horrors
Page 3
Nexus
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.
Tutelary
Weaponmastery
Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a weapon, you will lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.
Invisibility
Tutelaries are able to increase the effectiveness of their skill by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.
Pathsmanship
Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.
Psi-screen
Tutelaries with this skill develop mental defences against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.
Divination
Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities, although they may not be able to if the creature or object is shielded from detection.
The nature of any additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future Lone Wolf books.
Magnakai Wisdom
The quest for the Lorestone of Ohrido will be fraught with danger, for the temple in which it lies is situated deep within the Danarg. Make notes as you progress through the story — they will be of great help in this and future adventures.
Many things that you find will help you during your adventure. Some Special Items will be of use in future Lone Wolf adventures and others may be red herrings of no real use at all, so be selective in what you decide to keep.
Choose your three Magnakai Disciplines with care, for a wise choice enables any player to complete the quest, no matter how weak his initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.
May the spirit of your ancestors guide you on the path of the Magnakai.
Good luck!
1
You leave Elzian under cover of darkness on a trading ship bound for Garthen. It is a trim vessel, lean-prowed and simple in design — one of a thousand such ships that sail the chain of land-locked seas and lakes dividing the northern and southern continents of Magnamund. Its passage along this great waterway called the Tentarias is unlikely to invite undue attention, and it is for this reason that the Elder Magi have placed you aboard. The nature of your voyage is secret, but you are not alone, for a guide has been chosen to accompany you on your dangerous mission. His name is Paido, a tall, ebony-skinned Vakeros, who is a master of the art of battle-magic. Among his fellow warriors he is a high-ranking lord, respected and honoured for his bravery and skill on the field of battle. Now, for the mission that lies ahead, he has exchanged his gold and scarlet robes for the clothes of a commoner, a roving adventurer with a sword for hire. It is a disguise you too have adopted to veil your true identity on the long voyage to the land of Talestria, where a rendezvous with royalty awaits you.
You sail westwards, a benevolent wind filling the triangular sail and skimming the ship across the still, blue waters. The hull seems to slide over the surface of the water rather than cut its way through, and you cannot help but wonder if Paido has conjured some magic to speed your passage. Your first port of call is the city of Talon, where food stocks and fresh water are replenished. Then the voyage continues along the Tentarias to the port of Orello, the last stopping place before your ship-bound journey ends at Garthen — crown capital of Talestria.
It is an hour past midnight when you dock at Varnos Harbour in Garthen, a sprawling network of quays and cracked stone jetties that shelter great fleets of merchants, traders, and dhows. Silently like a shadow, you disembark and follow Paido through the twisting harbour streets, slowly climbing the steep stairs that connect one level of Garthen to the next. Rusty lanterns cast pools of yellow light beneath the timbered balconies, illuminating the stalls of merchants and vendors who will haggle, brag, and barter in the crowded streets till dawn. Paido halts at an iron-shod door and raps the grille with the hilt of his blue-steel sword. A man's face appears, stern and handsome, with smooth dark hair and keen, intelligent eyes. A smile of recognition softens his lordly features when he sees Paido. In an instant the door swings open and you are ushered inside.
The man's name is Adamas, Lord Constable of the Royal Citadel, protector and cousin of Queen Evaine of Talestria. For centuries a strong bond of friendship has existed between the royal household and the magicians of Dessi, and when called upon by the Elder Magi to help you in your quest, Queen Evaine pledged her support without hesitation. She has volunteered the services of Lord Adamas, who is to ensure your safe and unhindered passage through Talestria to the borders of the Danarg. At dawn, after snatching a few hours' sleep, you are taken by coach to the east city wharf, where an empty corn barge is waiting to ferry you up-river. Haulage is provided by eight large ghorkas — hairy, ox-like creatures from the plains of Slovia — which are harnessed to the barge by chains. They lumber along the cobbled towpath, continually kept in line by the stinging lash of the barge owner's zull-hide whip. The next day the barge arrives at a small river village called Lona, where a detachment of Lord Adamas' cavalry, resplendent in surcoats of scarlet and grey, provide you with horses for the cross-country journey to the fortified city of Phoena.
Ill news greets you in Phoena, the city of triple towers. Zegron, warlord of Xanar, ruler of the barren highlands of Ogia, has amassed an army of Drakkarim warriors. Three days ago they attacked the border town of Luukos to the north. The Talestrian garrison put up a brave and spirited defence, but they were hopelessly outnumbered by the bloodthirsty Ogian horde that drove through the perimeter walls with battering rams and engines of war. The Drakkarim razed Luukos to the ground, and only a handful of survivors escaped to tell of the dreadful battle.
‘The situation is grave,’ reports Lord Adamas, on returning from an emergency conclave of his fellow Talestrian knights. ‘For decades Zegron and his minions have raided our northern territories, but never before with such determination and strength. We must mobilize our army for war, for it is war that Ogia has invited by its unforgivable attack on Luukos. I must return to Garthen to muster my retainers in preparation for battle and inform the Queen of the evil that threatens her realm. I can no longer escort you to the Danarg, though your quest must proceed in spite of all that conspires against it.’
He sends for his scribe, who arrives with helpers laden with the paraphernalia of his craft. He dictates an order of safe conduct and sets the impression of his signet ring into the hot wax seal before passing the parchment to you.
‘Our northern people are a frontier breed, wary and suspicious of strangers. If challenged, show this Pass and your safe passage will be assured by all who are loyal to Queen Evaine.’ (Mark this Pass2 on your Action Chart as a Special Item which you carry tucked inside your tunic.)
Early next morning Lord Adamas accompanies you and Paido to the main square of Phoena; it is from here that your quest begins. The first leg of your journey to the Danarg will take you north to the town of Tharro which nestles in the fertile uplands of Talestria. There are two ways of reaching the town: you can travel by road or you can take a barge along the River Phoen. Consult the map before deciding which route to take.
If you wish to travel to Tharro by barge, turn to 271.
If you prefer to ride to Tharro along the Great North Road, turn to 109.
[2] Many sections in this book assume that you possess the Pass, therefore you should not discard it during this adventure.
2
The water looks
so fresh and clean that you are tempted to use it to wash away the swamp grime that clings to your face and hands.
If you have the Magnakai Discipline of Psi-screen, turn to 116.
If you decide to wash in the pool, turn to 315.
If you choose to ignore the pool and wait for Paido, turn to 177.
3
The villagers give a spontaneous cheer when they hear you answer the old man's riddle correctly.3
‘Well done,’ he says, ‘you are right. If the brick counterbalances three-quarters of a brick plus three-quarters of a pound, then a quarter of a brick must weigh three-quarters of a pound. The whole brick must weigh four times as much as this, which is, of course, three pounds.’
The villagers are as good as their word. They stand aside and wish you safe passage as you leave Stia and continue your ride north.
Turn to 135.
[3] This is the correct answer to the riddle from Section 112.
4
For little more than a second the space between you and your target clears. You release your Arrow and it hurtles towards the necromancer's head. His death looks imminent, but he has escaped far greater threats than this. With a sudden sweep of his arm he parries the Arrow with the hilt of his rapier, and the Arrow disintegrates in a cloud of dust.
If you wish to draw another Arrow and fire again, turn to 310.
If you wish to shoulder your Bow and draw a hand weapon, turn to 291.
5
The gigantic spider closes in for the kill, its fangs dripping with sticky black venom and its coal-black eyes glinting greedily as it savours your scent.
If you have a Bow and wish to use it, turn to 324.
If you do not have a Bow or do not wish to use it, turn to 52.
6
The Arrow misses its mark by several yards, streaking into the forest behind the creature. There is no time for a second shot. You shoulder your Bow and make ready to draw a hand weapon as the beast closes in to attack.
Turn to 333.
7
The Count looks flabbergasted when you call out the correct answer.4 Dejectedly he hands over the beautiful Silver Box and quietly leaves the hold, oblivious to the cheers of the passengers who have seen him meet his match at last. If you wish to keep the Silver Box, mark it on your Action Chart as a Backpack Item.
Turn to 181.
[4] This is the correct answer to the riddle from Section 338.
8
As you unsheathe the sun-sword, a shimmering pulse of golden flame engulfs the blade from hilt to tip. Your attackers hesitate as the pure light washes over their hellish faces. They shriek with malice and leap forward once more, their bony hands now clutching weapons of black steel previously hidden beneath their robes.
Illustration I—They shriek with malice and leap forward clutching weapons of black steel.
Vordaks: COMBAT SKILL 28 ENDURANCE 40
Unless you possess the Magnakai Discipline of Animal Control, deduct 3 points from your COMBAT SKILL for the duration of the fight. These undead are immune to Mindblast (but not Psi-surge). Remember to double all ENDURANCE point losses sustained by your enemy due to the power of the Sommerswerd.
If you win the combat, turn to 202.
9
The encampment is alive with the screams and howls of the bloodthirsty Ghagrim, eager to avenge the death of their kin. To stay and fight them would be suicidal.
If you have a Fireseed and wish to use it, turn to 207.
If you do not have a Fireseed or do not wish to use it, turn to 309.
10
A stronger pulse and the appearance of sweat on his brow are the first two outward signs of Paido's recovery. Slowly he stirs to consciousness, waking from a sleep that was so nearly his last. He can remember nothing of the ordeal, and when you tell him what has happened he shakes his head in disbelief. ‘A Helghast?’ he says, incredulous. ‘How can that be?’
‘The servants of Darklord Gnaag have infiltrated this monastery,’ you reply. ‘They have kept themselves hidden, but I fear the day fast approaches when they will rise up and wreak their havoc. Already they know our true identities, and I wager they know why we're here.’
‘This is bitter news, Lone Wolf,’ says Paido, his face etched with worry. ‘We can afford to delay no longer. If Talestria falls to Darklord Gnaag before we reach the Danarg, then the quest is lost.’
It is a sobering thought, but you do not dwell on it. Quickly you help Paido to his feet and cast your eyes around the cellar in search of another exit.
Turn to 153.
11
Using your Kai skill, you find it easy to detect that the coin shows ‘heads’.
If you wish to call ‘heads’, turn to 274.
If you decide to call ‘tails’, turn to 66.
12
‘Reivers!’ screams the tavern crowd, as they stampede towards the main door, overturning benches and tables in their desperation to escape. Paido grabs his equipment and points to a door leading to the stables. ‘This way, Lone Wolf, before the storm dampens their fear and they return with weapons.’
Swiftly you retrieve your Kai cloak from before the fire and follow Paido as he runs towards the stable door.
If you have the Magnakai Discipline of Divination, turn to 341.
If you do not possess this skill, turn to 122.
13
The liquid fire tears into the Levitron's rail, twisting and melting the shiny alloy as it cuts into the hull. Two more of the Kraan swoop in and hover above the prow. Their riders leap onto the deck and begin attacking part of the superstructure. ‘Stop them,’ screams Paido, drawing his sword. ‘Stop them or we're doomed!’
You leap from the bow and run along the main deck, your weapon raised to strike.
Vordak 1: COMBAT SKILL 22 ENDURANCE 28
Vordak 2: COMBAT SKILL 21 ENDURANCE 26
You must fight these creatures one at a time. They are immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen, reduce your COMBAT SKILL by 2 points for the duration of the combat.
If you win the combat in six rounds or less, turn to 79.
If the combat lasts seven rounds or longer, do not continue with the combat but turn immediately to 158.
14
Two sour-faced soldiers stand guard at the watchtower door, grumbling about the foul weather. They view your arrival with displeasure, mumbling curses under their breath as you bring your horses to a halt.
‘What business have you here after sundown?’ growls one, the shorter and fatter of the two.
‘We would like to see your commanding officer,’ replies Paido, in a tone befitting his lordly rank. Unfortunately, neither his tone nor his travel-stained tunic impresses the surly soldiers. They refuse to grant his request out of hand.
If you wish to show them your Pass, turn to 180.
If you choose to leave the watchtower and return to the streets of Tharro, turn to 204.
15
You slam your hand down on the Fireseed. There is a loud crack as it explodes, spreading a sheet of flame across the ground. The creature shrivels and drops from your wrist, its body a charred pulp.
Hurriedly you pluck the needle-like spines from the palm of your hand, and gradually the feeling returns. Unfortunately, with the feeling comes a terrible pain (lose 2 ENDURANCE points).
If you wish to bathe your hand in the pool of clear water, turn to 315.
If you choose to nurse your hand while you wait for Paido to complete his readings, turn to 177.
16
You call out your answer, and at first, the man pretends not to hear.5 Hurriedly he begins to pose a second puzzle, but the crowd shout him down, insisting that he answer your call.
‘A lucky guess,’ he says, a little flustered at the thought of losing 20 Lune. ‘Perhaps our friend can explain how he arrived at his answer.’ You reply that the answer is simple: if one and a half geese lay one and a half eggs in one and a half days,
it therefore follows that three geese would lay three eggs in one and a half days, or two eggs in one day. Thus, in eight days, three geese would lay sixteen eggs.
The crowd applaud your display of logic, much to the chagrin of Count Conundrum, who parts reluctantly with 20 Lune. (Record the Lune in the Belt Pouch section of your Action Chart — 20 Lune take up the same space as 5 Gold Crowns.)
Turn to 141.
[5] This is the correct answer to the riddle from Section 126.
17
Your horse is panic-stricken; the tree-bridge is too narrow for it to turn around, and Paido's mount is so close behind that you are unable to back up without risk of sending them both over the edge.
Pick a number from the Random Number Table. If you have completed the Lore-circles of Fire and Light, add 3 to the number you have picked.
If your total is now 0–7, turn to 6.
If it is 8 or higher, turn to 77.
18
You reach inside your tunic for your Pass, but the gate guard misinterprets your action. Thinking you are reaching for a hand weapon he becomes alarmed. ‘Accomplices!’ he shouts. ‘Stop them!’
The crowd of soldiers turn about and come running towards you, leaving their prisoner unguarded. (He immediately seizes the opportunity to make his escape.) ‘Lone Wolf, look out!’ shouts Paido, as the gate guard lunges at you with his spear. You dodge aside, but the tip gashes your hip (lose 2 ENDURANCE points).