The Jungle of Horrors
Page 15
Illustration XVI—The other passengers cackle and sneer, their faces growing larger and more grotesque.
Turn to 104.
303
The whistle of your Arrow can be heard above the rumbling hoofbeats of the approaching cavalry. It flies straight and true, tearing through the chainmail links that protect the leader's throat. The sudden pain makes him snatch at his reins, and his horse falters, stumbles, and then falls. The wounded leader is flung forward over the horse's head, and he crashes into the ground with a sickening crunch. With their leader slain, the morale of the other men is badly shaken. They break off their ambush, wheeling their horses about and galloping away in disorder.
‘Let us fly,’ shouts Paido, ‘before they regroup and strike again.’ You shoulder your Bow and follow Paido as he leaves the track and rides along the stream to the west.
Turn to 136.
304
The bowyery owner, a bony man with a ratty beard and moustache, which he habitually tugs whilst talking, takes a special interest in your Silver Bow. He asks if he may have the pleasure of firing a flight of arrows using your bow. There is an indoor archery range at the rear of his bowyery, and he invites you to come and make use of it.
If you wish to follow him into the archery range and let him use your Bow, turn to 117.
If you refuse his request, you can leave the bowyery and continue; turn to 264.
305
First through the archway comes a brace of hunting dogs. They lope along the central aisle with unnerving speed, their jaws agape and their eyes open wide with the excitement of the hunt. As they see you they increase their speed and get ready to pounce.
If you have a Bow and two Arrows, and wish to use them, turn to 164.
If you do not have a Bow, you must prepare yourself for combat, for the dogs are almost upon you.
Hunting Dogs: COMBAT SKILL 15 ENDURANCE 25
If you win the combat, turn to 231.
306
Inside the mill two great granite stones grind corn at a terrific speed, powered by the flow of the swollen stream water. A ladder ascends through a hole in the ceiling to a tiny room above the milling chamber. It is sparsely furnished — only a bed, a chair, and a wooden chest occupy the dusty garret.
The chest contains a Map of Tharro, enough food for 1 Meal and an Axe. You may take any of these items but remember to record them on your Action Chart.
To leave the mill and continue your ride north, turn to 318.
307
Paido is leading the way across a tangled mat of barbed vines when a wave disturbs the muddy ooze below. Suddenly the great head of a silver swamp python bursts through the rotting creepers and raises its tree-thick coils high in the air. Awesome jaws set with double-tiered fangs tower above you, glistening in the fading light. A drop of venom falls from the fangs and sets the quagmire boiling.
Illustration XVII—Suddenly the great head of a silver swamp python bursts through the rotting creepers.
If you have the Magnakai Discipline of Animal Control and have reached the rank of Primate, turn to 45.
If you do not have this skill or have yet to reach this level of Magnakai training, turn to 155.
308
A cold blue fire burns at the tip of the Helghast's staff, but the chill of its icy flame is thawed by the golden fire of the sun-sword. Sword and staff collide with a deafening boom and a crackling web of energy surrounds you both, scorching the refectory walls with its blistering intensity.
Gnaag Helghast: COMBAT SKILL 38 ENDURANCE 48
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 fight. Remember to double all ENDURANCE point losses sustained by the enemy due to the power of the Sommerswerd.12
If you win the combat, turn to 195.
[12] You should not double any ENDURANCE point losses inflicted upon the Helghast if you are wielding the Dagger of Vashna, the Jewelled Mace, or the Magic Spear.
309
Paido covers your escape with his battle-magic, wafting a blinding sheet of flame towards your pursuer. You seize the opportunity to dive into the thick undergrowth bordering the track. Paido notes your escape and together you crawl towards the cover of the trees.
Turn to 111.
310
The necromancer sidesteps into the shadows as you prepare for your second shot. Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to the number you have picked.
If your total is now 0–8, turn to 184.
If it is 9 or more, turn to 213.
311
You and Paido wheel your horses around and follow the crest of the ridge. Expertly, you manage to steer them down a steep bank of loose shale, and then on at a brisk pace along a dried-out gully. Soon the gully becomes a stream of sparkling water, fed by an underground spring. A rumble, like the sound of a distant storm, warns you that the vast army of Zegron, Warchief of Ogia, is now less than twenty miles away.
Turn to 136.
312
Cautiously you open the black book. The pages are made of metal, as thin and flexible as silk-weave parchment. Complex words and symbols are etched into its shiny surface with an ink that shimmers like sunlight on the sea. The strange designs are unlike any you have ever seen before, but you sense that they are wholly evil.
You are about to discard the book when you notice something tucked into the spine: it is a tiny scroll of parchment. You unfurl it and your pulse quickens, for it contains a message written in Giak, the language used by servants of the Darklords.
If you wish to keep this scroll, mark it on your Action Chart as a Special Item that you keep in your pocket.
Turn to 255.
313
You leap over the twitching body of the Xlorg and help Paido, who is being forced perilously close to the pool's edge by three more of the growling swamp creatures. You strike from behind, breaking the back of one with your downstroke and opening the side of another as you swing your weapon clear.
Paido falls, clutching an arm deeply torn by needle-sharp talons. His attacker turns on you, darting its head towards your throat with lightning speed. Its jaws gape wide as it lashes out with a sticky tongue, spraying your eyes with stinging saliva. Instinctively you bend forward, your hands wiping the spittle from your face, a reflex action which saves you from the creature's grip as it leaps forward to strangle you. Suddenly it lets out a gurgling croak and falls forward with a thick splash. You stagger back and open your bloodshot eyes to see it lying face down in the mire with Paido's dagger embedded in its back. ‘Look out!’ screams your companion, as the last of the Xlorg attacks you from behind.
Xlorg: COMBAT SKILL 23 ENDURANCE 32
Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 4 points for the duration of the combat.
If you win the fight, turn to 160.
314
You grab hold of Paido's sword arm and tell him to cool his temper. The man is wearing a red surcoat embroidered with a crest depicting a castle and an open hand: it is the uniform of the Tharro garrison. Quietly you advise Paido that to brawl with this man could endanger your quest. Paido relaxes and apologizes to the soldier, offering to buy him an ale to make amends. The man accepts the offer but on one condition — that the ale is not Ferina Nog!
Illustration XVIII—The man is wearing the uniform of the Tharro garrison.
Turn to 126.
315
You scoop up the water with your hands, eager to feel the cool, fresh liquid against your skin. But instead of the expected refreshing sensation, you feel a revolting, jelly-like stickiness. The edges of the pool roll inwards, revealing an egg-like creature lurking in the hollow below. S
uddenly a snaky tendril lashes upwards from a hole in its shell and wraps itself around your throat.
If you have the Magnakai Discipline of Psi-surge, turn to 74.
If you do not possess this skill, turn to 223.
316
Row upon row of glass-fronted cases fill the shop. They house many thousands of curios, each one bearing a tag neatly displaying the price of the item. There is scroll parchment for spells, cubes of rare metal, amulets, talismans, ritual candles, potions and powders, rings and rods, and relics of long-dead heroes.
The display is fascinating but your attention is drawn to one item in particular — a ring of translucent grey crystal. Your basic Kai senses reveal that nearly all the mystical items for sale in the shop are simply clever fakes designed to fool the gullible, but the Grey Crystal Ring radiates an energy that is genuinely magical. The price of the Grey Crystal Ring is 120 Lune.
If you wish to purchase the Ring, pay the merchant 120 Lune (or 30 Gold Crowns) and turn to 139.
If you wish to purchase the Ring but cannot afford 120 Lune, turn to 242.
If you do not wish to purchase the Ring, you may leave the shop and continue along the street by turning to 204.
317
His weakening pulse warns you that unless he receives an antidote or a healing potion, he will be dead within the hour.
If you have any Laumspur, Rendalim's Elixir, or Oede herb, turn to 331.
If you do not have any of these healing potions, turn to 295.
318
The rain beats down relentlessly as you ride the featureless highway to Tharro. Thunder rumbles over the western hills like the growl of Doomwolves stalking their prey. Gradually the muddy road descends into a wide valley and a track joins it from the east. A battered signpost at the junction points along the track. It says:
TOPHAM — 9 MILES
If you wish to change direction and ride east, turn to 249.
If you choose to continue your ride north to Tharro, turn to 280.
319
You sense that these cubes are set to explode. Should one of them cause a tear in the Levitron's pressure tank, the liquid gas stored inside will ignite and the resulting explosion will tear the skyship to pieces.
If you wish to gather up the black cubes and throw them overboard, turn to 50.
If you wish to help Paido fight off his attackers first, turn to 169.
320
You use all your skill and ability 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 10.
321
The rogue slumps dead at your feet. Seconds later the door to the back room splinters and breaks as Paido hacks through it with his sword.
‘What kept you so long?’ you ask cheekily, when finally the door gives way and he staggers, sweating and exhausted, into the room. He smiles ruefully and, after pausing to get his breath back, he invites you to come and see what he has found in the back room. Small sacks, each filled with nuggets of silver, are stacked in a huge mound that reaches almost to the ceiling.
‘No wonder he fought so desperately,’ you say, staring at this hoard of treasure. ‘There's enough silver here to pay a king's ransom.’
You may take some treasure before you leave — each Sack of Silver counts as one Backpack Item.
If you wish to leave the cabin and continue up the valley, turn to 152.
If you wish to investigate the mine, turn to 120.
322
You sense that something is seriously wrong. The wound is deep but you have survived worse than this. Suddenly you realize the dreadful truth, as you recall an element of your early Kai training. Your arm has become infected with korovax, a virulent disease that thrives in the soil of northern Talestria. Its effect is swift and fatal.
Your muscles start to contract uncontrollably and coordinated movement becomes increasingly difficult. Fear holds you in its icy grip as your chest muscles tighten, squeezing the air from your lungs. You fight for breath but within minutes you have slipped beyond unconsciousness into the timeless embrace of death.
Your life and your quest end here.
323
Your Arrow fells the leading monk, pinning his forearm to his chest. The others falter, stepping back to stare at their slain brother and the smouldering remains of the Helghast. ‘What manner of demon are you?’ asks one, incredulously.
‘A murdering sorcerer!’ says the monk at his side.
‘A soulless butcher!’ accuses another.
For all their bitterness you sense that these monks were unaware of their leader's true identity. They believe you came here tonight to murder their master, and his smoking remains convince them that you have accomplished your goal. Before you can utter a word, they draw short swords and attack you, raving like men possessed.
Monks of the Sword: COMBAT SKILL 24 ENDURANCE 42
Owing to the swiftness of their attack, you must fight the first two rounds of combat unarmed before you are able to draw a hand weapon. Because of their state of frenzy, they are immune to Mindblast (but not Psi-surge).
You may evade after three rounds of combat by pulling yourself through the hatch; turn to 191.
If you win the combat, turn to 293.
324
Waiting until the last possible moment, you release your Arrow, sending it burrowing deep into the creature's eye. It roars with pain, its legs scrabbling the mud as it sways and then crashes down with a mighty splash. You do not wait to see if your shot proved fatal but shoulder your Bow immediately and follow Paido as he picks up the signal from the temple's spire.
Turn to 129.
325
A sudden chill makes you shiver (lose 3 ENDURANCE points). ‘Are you all right?’ asks Paido. ‘Perhaps we should go below and shelter from this filthy storm.’ You answer with a nod and follow him down the taproom stairs to the welcoming warmth of the hold. The soldier Trost greets you on your return but you fail to notice him — you are too busy scanning the hold for the stranger. You see him, seated alone in a shadowy corner opposite your table, quietly reading his black book.
Turn to 166.
326
Your Kai sense detects a pocket of marsh gas further along the south spur. Your Magnakai Discipline would protect you from it, but Paido would be vulnerable to its harmful effects.
If you choose to continue along the south spur, turn to 123.
If you decide to take the west spur, turn to 105.
327
To the left of the main door you notice three symbols engraved in the speckled blue stone: a bed, a horse, and a loaf of bread. You recognize their significance, for you have seen similar markings on hostels and monasteries during your travels in the east. By displaying these symbols the monks of this temple offer travellers a meal, stabling for their horses, and a bed for the night.
If you wish to take advantage of this offer, turn to 78.
If you choose not to stay here overnight, you can investigate the watchtower by turning to 14.
328
You lift Paido across your shoulders once more and return to the rear of the hall to investigate the locked door. As you pass the pulpit your Sixth Sense is aroused by the feeling that this podium is not all that it seems. Curiosity conquers caution and you stop to examine it more closely.
Turn to 96.
329
‘I wish to see Tadia,’ you say, bowing politely so as not to appear threatening to the frail old crone. ‘Are you the fair lady I seek?’
A smile crumples her face and a blush, like an angry bruise, discolours her leathery cheeks. ‘I am her mother,’ she says coyly. ‘What is it you wish to see her about?’
Before you can answer, a young woman's voice calls from inside the house, ‘Show them in, mothe
r. I've been expecting them.’
The old woman leads you and Paido to a room at the top of the stairs. Books and charts, stacked high on shelves and scattered about the floor, fill the room which is illuminated by daylight streaming through a domed portal in the ceiling. A massive bronze telescope is fixed to the portal and below it rests a circular table of carved bone set with gems. Seated at the table is a beautiful young woman. Her hair is silken gold, and around her high, pale forehead she wears a circlet of jet inlaid with runes and mystic symbols.
Illustration XIX—Tadia wears a circlet of jet inlaid with runes and mystic symbols.
Turn to 42.
330
A full moon and a cloudless sky make your passage along this secret path much easier. It follows a tortuous route through the tall plants, around mossy mounds full of crawling insects, past the dark entrances to underground warrens, and skirts the fringe of a thicket of trees. Paido halts and crouches down, ignoring the bloated spiders that scuttle around his knees, and points through a gap in the trees to a settlement of crudely made huts. Dark shapes move between them, human once, but far from human now. ‘Ghagrim,’ whispers Paido, with fear in his voice. ‘The man-beasts of the Danarg.’