The Jungle of Horrors

Home > Other > The Jungle of Horrors > Page 8
The Jungle of Horrors Page 8

by Joe Dever


  121

  Paido's coma deepens. Shortly after midnight, his heart and brain cease to function and he slips painlessly into death. Grief fills your senses and you mourn the loss of your brave companion, but your grief soon turns to anger as you remember the foul trickery that ended his life and so nearly put an end to yours.

  A rage grows within you. You take Paido's sword and vow to avenge his death by washing it in the blood of his murderers. Heedless of caution and the warning cry of your senses, you throw open the cellar door and go in search of vengeance.

  You have taken only a few paces along the corridor when a terrific explosion lifts you off your feet. The monks followed your trail to the cellar and prepared a surprise for you. You have tripped a wire and activated an explosive charge set into the floor. When the monks come to inspect their handiwork, they will discover your remains lying in the rubble.

  Your life and your quest end here.

  122

  The sudden thud of metal on wood makes you spin round on your heel. Nestling between two kegs of ale on the tavern counter you glimpse the face of the innkeeper, the stock of a heavy crossbow pressed close to his bearded cheek. He growls a curse and tightens his finger around the trigger.

  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 the total is 0–5, turn to 115.

  If it is 6 or more, turn to 334.

  123

  Less than a hundred yards along this jetty of volcanic rock, you encounter a cloud of choking marsh gas. A pair of green, spindly-limbed creatures sits on the causeway, dangling their legs over the side and sniffing the stinking cloud with apparent delight. When they see you approaching they hiss and bare their fangs menacingly.

  Illustration VI—A pair of green, spindly-limbed creatures sit on the causeway, sniffing the stinking cloud with delight.

  If you wish to approach these creatures, turn to 339.

  If you wish to return to the junction and take the west spur, turn to 105.

  If you have a Fireseed and wish to scare them with it, turn to 81.

  124

  Hanging around the dead man's neck on a silver chain is a medallion, cast in the shape of a flaming broadsword. The sound of footsteps in the next room prompts you to leave it untouched and hurry after Paido.

  Turn to 273.

  125

  Your Arrow sinks deep into the Ghagrim's thick neck, bringing it crashing to the ground. It tries to lift itself but is trodden underfoot by another of its kin, who snatches up the iron sword and licks the blade before yelling its battle-cry.

  If you have another Arrow and wish to use it, turn to 90.

  If you wish to engage the Ghagrim with a hand weapon, turn to 205.

  If you wish to evade its attack, turn to 309.

  126

  The bargee brings a round of Chai-cheer to your table and you drink to the health of Queen Evaine of Talestria. The mood soon becomes much friendlier and you learn that the soldier, whose name is Trost, is on his way back to his post at the Tharro garrison after enjoying a week's leave with his family in Phoena.

  As you drink your ale, the sound of applause rises above the hubbub of conversation. An elderly man, tall and distinguished-looking, walks slowly to the centre of the floor and bows to his audience. His pale face and silver-grey hair are a stark contrast to his richly embroidered robes of crimson and gold. He smiles warmly and introduces himself as Count Conundrum, the prince of puzzles. For your amusement, he will pose some brain-twisting conundrums. So confident is he that none will be able to answer his riddles correctly that he is offering 20 Lune to anyone who can prove him wrong. A hush descends as the passengers await his first puzzle.

  ‘If one-and-a-half geese lay one-and-a-half eggs in one-and-a-half days, how many eggs will three geese lay in eight days?’

  If you can answer the Count's riddle, turn to the entry with the same number as your answer.9

  If you cannot answer the riddle, turn to 141.

  [9] If you decide to make a guess, the section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

  127

  As you near the stream, a dozen mounted warriors appear, the pounding hooves of their jet-black horses churning the water as they race along the gully to your left. Their leader, clad in a fearsome bronze helm, draws his axe — it is the signal to charge. With a blood-curdling yell, they sweep up the rocky bank and come thundering towards the track.

  If you have a Bow and wish to use it, turn to 209.

  If you wish to draw a weapon and meet them head-on, turn to 88.

  If you wish to evade them, turn to 185.

  128

  ‘Leave us,’ commands the black-robed figure, ‘and summon the brothers.’

  The refectory door slams shut, and you hear the sound of a metal bar being drawn. There is a hiss of steel against leather as Paido unsheathes his sword. He levels the blue blade at the sinister monk and narrows his cat-like eyes. ‘What do you want with us?’ he says, his voice sharp and threatening. But the monk offers no reply. He stands motionless, his eyes fixed firmly on you. Paido repeats his demand, but his voice sounds weaker. The sword trembles in his hand and, with a groan, he collapses, scattering plates and cutlery as he hits the table and rolls to the floor.

  Turn to 238.

  129

  After your encounter with the Taan-spider, you are both in need of a rest. You stop to recover your strength; you must eat a Meal or lose 3 ENDURANCE points. Paido is optimistic that you will reach the temple by sundown if you can avoid encountering any more of the Danarg's hostile inhabitants.

  Turn to 220.

  130

  You climb the creaky stairs that lead to the front door and rap the wrought-iron knocker. The door squeaks open slowly and you are greeted by what appears to be a bundle of rags and hair. After staring at it for a few moments, you realize with disbelief that the ill-smelling mound before you is alive. The hair parts and a face appears, crevassed with dirt-encased wrinkles. ‘What do you want?’ croaks the old woman, grinning a yellow, mirthless grin.

  If you have met Jako, turn to 329.

  If you have not, turn to 193.

  131

  Your senses reveal that Paido's sword is magical — it has the power to kill the enemy you now face.

  To retrieve this weapon and use it against the Helghast, turn to 47.

  132

  The numbness in your arm spreads rapidly across your chest and up your throat. Your vocal chords are frozen, making it impossible to shout for Paido's help. You must act swiftly before your lungs and heart are affected by the powerful anaesthetic.

  If you wish to plunge your hand into the pool of water, turn to 263.

  If you wish to slam your palm against the tree, turn to 83.

  If you have a Fireseed and wish to crush it with the palm of your hand, turn to 15.

  133

  Once more the Count repeats his conundrum. He allows his audience to ponder on it for a few more minutes, but still no answer is offered. Finally he pockets the silver box and declares his puzzling at an end. At first the crowd groan in disappointment, but they are quick to show their appreciation by applauding loudly when the Count leaves the hold. ‘Honey Lodge!’ shouts the bargee. ‘Five minutes to Honey Lodge.’ A group of farmers gather up their belongings, say farewell to their travelling companions and begin to climb the tap-room stairs as the barge slows to a halt.

  If you wish to go up on deck and watch them disembark, turn to 73.

  If you prefer to stay in the tap-room, turn to 236.

  134

  The sword strikes you squarely between the shoulder blades, sending you tumbling from the saddle. You fall awkwardly, driving the blade deeper into your back. For countless seconds you lie staring at the sky, unable to move, feeling nothing. Before the anaesthesia of shock wears off you are surrounded by enemies who show no mercy.r />
  Your life and your quest end here.

  135

  The sun is setting as you catch your first glimpse of Tharro on the road ahead. Mud-coloured walls, tall and fortified, surround the houses which sit atop a broad grassy rise known as Fortress Hill. Soldiers in tunics of scarlet and grey patrol the walls and stand guard at the huge wooden doors that grant access to the town's south quarter.

  You ride along the straight dirt road towards a stone bridge, which arches across a man-made canal encircling the hill. Once over the bridge, you pass up a ramp leading to the gatehouse. At the gate, a square-jawed soldier in silver chainmail demands to know your business before he will allow you entry to the town.

  If you wish to show him your Pass, turn to 68.

  If you do not wish to show him your Pass, or no longer have it, turn to 92.

  136

  You follow the stream until it enters a long corridor of towering trees that descend towards the bank of a swift-flowing brook, a tributary of the River Syad. You stop here briefly to bathe your faces in the icy water and to stare at the mass of blue-green giant trees that fill the western horizon.

  ‘The Mordril Forest,’ says Paido, a note of trepidation in his voice. ‘It was once a wondrous forest, a place of light and goodness. The trees grew strong and the birds and beasts were the fairest of any forest breed. But the Mordril has grown dark and dismal of late. The Danarg encroaches, feeding its sickness to the soil and poisoning the saplings and the creatures that dwell there still. It is a doomed forest, doomed to become part of the Danarg swamp.’

  You remount your horse and cross the brook. As you climb the opposite bank you notice a set of freshly made tracks in the soft earth.

  If you have the Magnakai Discipline of Pathsmanship, turn to 256.

  If you do not have this skill, turn to 342.

  137

  The man spins around in shocked alarm at the sound of your voice. An instant later Paido appears at his back and hits him at the base of the skull with the edge of his open hand. The man grunts and drops heavily to his knees before keeling over the edge of the platform. With a dull splash, he lands face down atop a mound of manure and rotting vegetation.

  If you wish to search the mill, turn to 306.

  If you choose to leave the mill and continue your ride north before the man regains consciousness, turn to 318.

  138

  Your sense of time slips away as you trek through the seemingly endless expanse of bleak grey trees. Slowly you become aware that you are on an incline, and as your passage becomes steeper, you notice large outcrops of pitted volcanic rock.

  ‘We're approaching the Danarg crater,’ says Paido, his quietly spoken words echoing loudly through the eerie forest. Suddenly you recall the words of Lord Rimoah during your period of preparation in Elzian: ‘The Danarg occupies the crater of an ancient and massive volcano. Once it was a lush jungle of fertile vegetation, but now it is a cancerous wound that poisons all who dwell there … ’

  By noon you have climbed to the lip of the crater and begun your descent. Gradually the tall, straight trees of the Mordril Forest thin out giving way to twisted trunks and stunted saplings as the land sinks deeper and deeper. Imperceptibly the forest ends and the swamp begins. The ground is softer, and tall, black rushes appear in clumps around misty pools of stagnant water. From tortured husks of trees hang thorny vines, as tough and as cruel as sharpened steel wire. So thickly are they entwined around some trees that they have strangled them, leaving empty coils where the trunks have rotted away. The stench of decay fills your nostrils in the humid yet cold air.

  You wade through ankle-deep slime for nearly an hour before reaching the edge of a huge, murky pool. Whirls and eddies disturb its surface, warning of the creatures that lurk below.

  If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Tutelary, turn to 203.

  If you wish to skirt around this pool to the north, turn to 36.

  If you wish to skirt around it to the south, turn to 300.

  139

  The merchant grins delightedly as he pockets your gold. You take the Grey Crystal Ring from the display case and slip it onto the index finger of your right hand. It fits perfectly.

  Mark this Grey Crystal Ring as a Special Item on your Action Chart. If you wish to dispose of any Special Items (with the exception of the Ring you have just purchased) the merchant will pay you 8 Gold Crowns for each item you sell.

  To leave the shop and continue, turn to 204.

  140

  You reel back from the edge, blocking Paido, who is following close on your heels. Your swift reaction has saved you both from falling to certain doom in the chasm. Shaken, you turn away from the edge and follow the track instead.

  Turn to 229.

  141

  ‘Very well,’ says Count Conundrum. ‘Just to make our journey to Tharro a little more interesting, if there is anyone here who can answer my next puzzle correctly they will receive from me forty Lune.’ A chorus of delighted whisperings emanates from the crowd.

  ‘In winter,’ he begins, ‘the ice-lilies of Lake Adon double in area every twenty-four hours. It takes sixty days from the time the first ice-lily appears until the lake is completely covered with them. On what day is the lake half covered with lilies?’

  If you can answer the ice-lily riddle, turn to the entry with the same number as your answer.10

  If you cannot answer the riddle, turn to 338.

  [10] If you decide to make a guess, the section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

  142

  You sense that it will be impossible to cross the quicksands before nightfall. Even if you were to find the sanctuary of firm ground and camp there overnight, there is no knowing what horrors lurk on the desolate plain. The quicksands themselves are as treacherous as the creatures they harbour. What may be firm ground at night can be transformed into a fathomless bog by morning.

  If you wish to heed your senses and avoid this bog, you can return to the junction and take the west spur by turning to 175.

  If you choose to risk crossing this wasteland, turn to 21.

  143

  ‘What do you want 'ere?’ growls a guard, suddenly appearing from the shadows of the archway to challenge you with his spear.

  If you have a Pass and wish to show it to the guard, turn to 18.

  If you wish to ask him the way to the garrison commander's quarters, turn to 286.

  If you choose to evade confrontation by galloping away along the street, turn to 204.

  144

  Your killing blow beheads the evil warlord, sending the great bronze helm spinning skywards. The sight of him slain in such a way shakes the morale of his men, and they break off their attack abruptly, wheeling their horses about and galloping away in disorder. ‘Let's fly,’ shouts Paido, waving his sword darkened by the blood of the Drakkarim, ‘before they regroup and attack again.’

  You sheathe your weapon and follow Paido as he leaves the track and rides along the stream to the west. Turn to 136.

  145

  The dwarf draws two flagons of ale and a brace of wheat cakes from the counter. ‘That'll be fifteen Lune, all told,’ he says, pushing two carved wooden platters with their mouthwatering cargoes a little closer. You flick open your Belt Pouch and take out four Crowns.

  ‘This should cover it,’ you say, sliding the gold coins across the bar. He tests them between his teeth before nodding his approval.

  ‘No offence t'you two gentlemen, y'understand, but I've been caught with snide coinage afore an' it's made me a might careful like. These be Dessi mint, if I'm not mistaken?’ he enquires, his eye twinkling at the thought of hearing tales of that distant magical land.

  ‘Could be,’ says Paido, guardedly. ‘The coins of Magnamund mix freely in Garthen's markets — there's no telling when those four last saw their birthplace.’

  ‘How about you, innkeeper?’ you in
terrupt, steering conversation away from Dessi. ‘You're no native Talestrian. When did you last see your homeland?’ The dwarf's face beams as he prepares to talk on his favourite subject — himself. By the time you have finished your food and ale you have heard the life story of Lardin, son of Kardon of Bor.

  ‘What news have you of Luukos?’ asks Paido, as the dwarf takes a rare pause for breath.

  ‘News of a kind that's becomin' only too familiar round these parts,’ he replies in a disgruntled tone. ‘But that Zegron's bitten off more than he can chew this time. Once Lord Adamas an' the army boys come down on 'im he'll wish he'd stayed in his stinkin' city o' Xanar, mark my words.’

  ‘Don't be too sure o' that, Lardin,’ says a rosy-faced farmer, who has sidled along the bar to within earshot of your conversation. ‘My sister reckons that this time Zegron won't stop till he's flattened everything between Luukos and the Tentarias.’

  ‘That star-gazin' sister o' yours is full o' good news,’ retorts the dwarf. ‘When 'as she ever seen anything cheerful with 'er telescopes an' charts an' crystal balls, eh? Answer me that!’ Agreement rumbles from the tavern crowd, now openly listening to the discussion.

 

‹ Prev