The Jungle of Horrors

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The Jungle of Horrors Page 10

by Joe Dever


  171

  In an instant Paido is by your side, his sword unsheathed and levelled at the monks. ‘Summon the brothers!’ commands the one in black. The others leave through the open door, slamming it shut behind them as they run to obey their master's order.

  If you wish to attack the remaining monk, turn to 277.

  If you wish to demand that he lets you leave the temple unharmed, turn to 99.

  172

  Stealthily you approach the huts, using your Kai hunting skills to muffle the sound of your passage through the foliage. Unfortunately Paido is unused to such woodcraft. He fails to see a clutch of dried twigs on the ground before him, and they crack loudly under his foot. You freeze in your tracks, your eyes fixed on the huts ahead.

  Turn to 272.

  173

  The ale is weak and watery but serves to quench your thirst. Paido takes a great mouthful and immediately spits it out in disgust, wiping away its insipid taste on the sleeve of his tunic. ‘Bilge juice!’ he splutters, slamming down his mug.

  ‘You should be a sight more careful where you empty your mouth, stranger,’ growls a man seated to your right. He bends down and picks up his polished steel helmet. With a slow and deliberate twist of his wrist he empties it of ale, pouring the contents all over Paido's feet. Your companion curses and reaches instinctively for his sword.

  If you wish to take action to stop a fight breaking out, turn to 314.

  If you choose to do nothing, turn to 253.

  174

  The monks appear upset by your refusal to eat. They whisper to each other and cast anxious glances at your untouched plate. Paido is busy eating his stew, smiling delightedly as he fills his empty stomach. The monks hurry out of the refectory and return minutes later in the company of an elderly man dressed in a hooded black robe. He carries a staff of plain black iron.

  ‘Has the Vakeros eaten?’ he asks, his voice strangely cold and monotonal.

  ‘Yes, master,’ the monks reply, ‘but the Kai Lord refused.’

  If you possess the Magnakai Discipline of Divination, turn to 93.

  If you do not possess this skill, turn to 128.

  175

  Gradually the causeway descends into the stinking mire, delivering you back to the ankle-deep ooze. A chilling howl drifts across the swamp from the north, and for a few fleeting seconds, all the scuttling, slithering, and other small noises cannot be heard.

  You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

  Turn to 56.

  176

  Paido heeds your shout and dives to the floor. The dwarf appears, the crossbow pressed to his cheek as he readies himself to fire. His finger tightens around the trigger, and the straining metal drawstring propels its deadly charge.

  Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery add 3 to the number you have picked.

  If your total is now 0–5, turn to 115.

  If it is 6 or more, turn to 334.

  177

  When Paido finally climbs down from the tree, his face betrays his anxiety. ‘What is wrong?’ you ask impatiently.

  ‘There is no signal,’ he replies. ‘I have scanned every direction with the starguider, but it can detect no korlinium signal. It isn't damaged, of that I'm sure. It's simply as if the temple has disappeared.’

  You take the device from Paido's hand and climb the twisted tree trunk. He shouts instructions and you set the starguider into operation, scanning the distant horizon and waiting for the tell-tale click that will reveal the direction of the lost temple of the Elder Magi. But Paido is right — there is no signal; and without a signal there is no hope of finding the Lorestone of Ohrido.

  You are about to abandon the search and jump down from the tree when you see something on the northern horizon that you hadn't noticed before. An island of red volcanic rock rises out of the mire, one of four flat-topped islands grouped in a diamond close to the eastern edge of the crater. Perhaps the temple is on the other side of that island. Perhaps that is why the starguider will emit no signal?

  You climb down and ask Paido what he thinks. He stares to the north and ponders the problem. ‘Yes, it is possible,’ he says thoughtfully, ‘it is just possible.’

  Turn to 292.

  178

  Your force yourself to swallow the potion and to stay conscious long enough for it to take effect. Gradually you feel your strength returning. The pain and nausea disappear and your limbs stop their uncontrollable shivering as the potion and your latent Kai skill neutralize the toxin in your blood.

  Now you use your skill to try to save your companion's life. Placing your hands on his chest, you transfer the warmth of your healing power into Paido's poisoned body, breaking down the toxin by degrees. The treatment is slow and laborious, and it is dawn of the following day before you know for sure if your skill has saved his life.

  Turn to 285.

  179

  You sense that the book contains details of acts and rituals that are wholly evil. It is an unholy book, but one which is not protected by a curse or trap.

  If you wish to examine it now that you are sure it is safe to do so, turn to 312.

  If you choose not to look at this evil book, turn to 255.

  180

  One of the soldiers snatches your Pass and gives it a cursory glance. Even the presence of Lord Adamas' seal does little to impress him. ‘Shieldwarden Nehdra is visiting Syada,’ he says. ‘He's not due back till tomorrow. You'll have to wait till then t'see him.’

  He hands back your Pass and returns to his post. ‘Come,’ says Paido, ‘let's find ourselves a roof for the night. We can come back tomorrow if need be.’

  You nod your agreement and follow Paido as he descends the hill track leading back into the town. At the quadrangle you decide to stop at the Temple of the Sword and enquire about a room for the night.

  Turn to 78.

  181

  ‘Honey Lodge!’ shouts the bargee. ‘Five minutes to Honey Lodge!’ A group of farmers near you gather up their belongings, say farewell to their travelling companions and begin climbing the tap-room stairs as the barge slows to a halt.

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

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

  182

  You load, aim, and fire in a split second, sending your Arrow whistling into the mottled underbelly of a swamp creature to your left. Croaking in pain, it twists and falls backwards, churning the pool to a bubbling brown froth as it frantically tries to grip the shaft between its webbed claws. A green-eyed serpent breaks through the surface and embraces the creature in its coils. The struggle is brief and the swamp water stifles all cries as the serpent and its victim sink swiftly from view.

  The sight of the serpent distracts you, and you do not see the lizard-beast that is creeping up on you from the side until it is leaping through the air towards your chest.

  Turn to 252.

  183

  This deadly, shape-changing servant of the Darklords cannot be killed with a normal weapon. Your only hope of defeating it is to fight it using Paido's sword, a blade forged by the Elder Magi in the furnaces of Elzian.

  Gnaag Helghast: COMBAT SKILL 34 ENDURANCE 48

  Ignore any ENDURANCE point losses sustained by your enemy in the first round of combat, as you are stooping to unsheathe Paido's sword from its scabbard when combat begins. This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen, you must reduce your ENDURANCE by 2 points at the beginning of every round you fight this creature. If you have completed the Lore-circle of the Spirit, you may increase your COMBAT SKILL by 2 points for the duration of the combat.

  If you win the combat, turn to 268.

  184

  The sight of Paido being forced back into a corner by the loathsome spiders makes you fire as soon as you glimpse your target. The Arrow flies true, but a h
apless passenger runs across its path. He screams as the Arrow clips his shoulder. It is only a flesh wound, but your shot has been deflected; it sinks harmlessly into the tap-room wall. You curse your bad luck and shoulder your Bow in favour of a hand weapon. The necromancer senses the threat you pose and turns to face you, his hands weaving a pattern in the air. Suddenly you are literally frozen in your tracks. Frost sparkles on your hair and clothing, and ice sheens your eyes. Your breath comes in misty clouds as you labour to stay conscious.

  If you have the Magnakai Discipline of Nexus, turn to 345.

  If you do not possess this skill, turn to 159.

  185

  You steer your horse away from the track and gallop through a tangle of briars and bracken bordering the stream. Your ambushers follow in pursuit, the thunder of their horses' hooves and the clank of their armour echoing in your ears. It is a desperate chase, but the rough terrain works in your favour. After a while your pursuers pull back and cease the chase; they have decided to go in search of easier pickings — to harass the refugees fleeing from Syada.

  Turn to 136.

  186

  You close your eyes, and summon the power of your Discipline. Drawing on your psychic reserve, you project a mental barrier to deflect the attack. Instantly the pressure in your head decreases and the pain subsides, releasing your senses from the icy paralysis of psychic shock.

  Suddenly the attack breaks off, the abruptness of its passing leaving you reeling. As you open your eyes, you see at once the reason why the attack has ceased.

  Turn to 60.

  187

  The membrane and the tendril hold your weapon in a vice-like grip, and you are forced to abandon it for fear of the tendril coiling around your arm. You watch in anger and frustration as a good weapon is crushed to useless splinters. (Delete this weapon from your Action Chart.)

  Turn to 177.

  188

  You stable both horses and investigate the mouth-watering smell of freshly baked wheat cakes that wafts from the doorway of the inn. ‘Welcome,’ hails a friendly voice as you cross the threshold. ‘Come in and dry yourselves by the fire.’

  Illustration VIII—A black-bearded dwarf, with an equally black patch covering his right eye, stands behind the counter.

  A black-bearded dwarf, with an equally black patch covering his right eye, stands behind the counter, his barrel-like body obscured from the chest down. ‘Perhaps you two gentlemen would care for some fare?’ With an open sweep of his hands he draws your attention to the plates of cakes and kegs of ale that are spread along the bar.

  If you wish to buy some food and ale, turn to 145.

  If you choose to dry yourself before the fire, turn to 232.

  If you wish to engage the dwarf in conversation, turn to 26.

  189

  You look up to see a squadron of black-winged Kraan swooping down on the Levitron. On the backs of these leathery creatures ride red-robed Vordaks, hideous servants of the Darklords of Helgedad. In their skeletal hands they wield staves of black iron which crackle with blue fire. As a Kraan screams past, a stream of liquid blue flame pours from its rider's staff.

  If you possess the Sommerswerd, turn to 287.

  If you do not possess this Special Item, turn to 13.

  190

  ‘Your futile quest is over, mortal,’ says the hooded man, his emotionless voice like a spike stabbing at your mind. Instinctively you reach to your weapon, but your hand begins to shake — you cannot control your fingers. You glance at Paido to see that he, too, is shivering uncontrollably. Suddenly a wave of pain tears at your stomach and your legs buckle. You groan in agony and drop to your knees, clutching at your burning stomach. Paido lets out a scream of anguish and falls unconscious at your side. You cannot but envy his oblivion as the terrible pain courses through your body.

  If you have the Magnakai Discipline of Curing and have reached the rank of Primate, turn to 146.

  If you do not have this skill, or if you have yet to reach this level of Magnakai training, turn to 222.

  191

  You jump to your feet and scan the room, your weapon poised to strike down any would-be attacker. Fortunately the place is empty, the cooks having been summoned to the refectory. You sheathe your weapon, lift Paido across your shoulder, and run towards an open door at the far end of the kitchen. As you pass a steaming cauldron of stew you catch sight of a stoppered Vial of Clear Liquid. You stop to pocket the Vial (remember to mark it on your Action Chart as a Special Item) before running through the door and into the corridor beyond. At the end of the corridor are a wooden door and a staircase that ascends to the floor above.

  If you have the Magnakai Discipline of Pathsmanship or Divination, turn to 114.

  If you wish to open the door and enter, turn to 340.

  If you wish to climb the stairs, turn to 157.

  192

  You tend to Paido's wound, using your basic Kai knowledge of healing to prevent an infection from taking hold, before continuing deeper into the swamp. The ankle-deep ooze that borders the pool gives way to firmer ground, and you arrive shortly at a place where a tree bearing blood-red fruit overhangs a pool of clear water. You stop here to rest and dislodge the tiny leeches that are feasting on your legs.

  Paido climbs the tree to scan the horizon. He carries with him a starguider, a homing device invented by the Elder Magi to enable their flying ships to navigate in the dark. It is sensitive to the vibrations of korlinium crystals. The spire of the Temple of Ohrido is solid korlinium, and the Elder Magi have set Paido's starguider to home in on the vibrations emitted by the spire. By following the direction of these vibrations, you should find the lost temple.

  While Paido is busy adjusting the starguider, you decide to take a closer look at your surroundings.

  If you wish to examine the red fruit, turn to 301.

  If you wish to examine the clear pool, turn to 2.

  If you decide to sit and wait for Paido to finish taking his readings, turn to 177.

  193

  ‘You be wantin' to go to Tharro?’ asks the old woman impatiently. ‘Or perhaps you be wantin' your fortune told by m'daughter, Tadia the Prophetess?’

  If you wish to enquire about the barge to Tharro, turn to 37.

  If you wish to ask the old woman about her daughter, turn to 244.

  194

  You duck under the board and step into the gloom, taking care to tread lightly around the mounds of rubble and pools of water that obscure the tunnel floor. Soon the light from the entrance fades into total darkness. Ahead, the sound of hammering continues.

  If you have a Lantern, a Torch and Tinderbox, or a Kalte Firesphere, turn to 283.

  If you have none of these items, you can advance in the dark by turning to 118.

  Or if you prefer to turn around and retrace your steps to leave the mine, turn to 152.

  195

  The Helghast vents a cry of rage and despair as you strike the blow that seals its doom. It crumples and falls, its flesh transforming into a vile green gas. All that remains is the torn and shredded robe that once concealed its identity.

  Your mind reels at what has just occurred, but you dare not dwell on the fearful implications, for you can make out the sound of feet running down the stairs beyond the locked refectory door. You rush to Paido's side and shake him, trying desperately to revive him. He groans, his head lolling from side to side as you drag him to his feet. There is now only one escape route from the refectory — the hatch in the wall that leads to the kitchens. You lift Paido across your shoulder and bundle him through the narrow opening. But, before you can pull yourself through, the door slams open and a rush of monks pour into the refectory.

  If you have a Bow and wish to use it, turn to 323.

  If you wish to stand and fight the monks, turn to 110.

  If you choose to ignore them and clamber through the hatch, turn to 86.

  196

  Without a sound you draw an Arrow from your Quiver, tak
e aim, and fire. It strikes the target, splitting the spear haft clean in two and causing the man to leap with fright. Before his feet have returned to the platform, Paido moves forward and slams his open palm into the man's stomach, sending him tumbling over the rail. He lands with a dull splash, spread-eagled 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.

  197

  The foul creature howls its death-cry and topples over the edge. Before it is out of sight you turn and run along the tree-bridge, your hand outstretched to grab Paido's arm. Just in time you save him; a moment later and he would have joined the Anapheg and plummeted into the spray-filled pool.

  Turn to 31.

  198

  A brace of hunting dogs bursts through the curtained archway. They lope along the centre aisle, their claws scrabbling on the flagstones as they slide to a halt. Seconds later a group of monks appears, each armed with a sword. Systematically they search the pews, slowly advancing towards your hiding place. The dogs howl as they pick up your scent.

 

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