Read The Chasm of Doom Online

Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

The Chasm of Doom (5 page)

BOOK: The Chasm of Doom
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27

You leap over the side of the wagon and sprint towards a line of densely packed trees less than twenty yards from the track. Luck is with you, for the bandit guards fail to notice your daring escape and the wagons continue on their way towards the gantry.

Pausing just long enough to catch your breath, you give silent thanks to the stranger who helped you, before pressing onwards through the trees.

Turn to 200
.

28

As the warrior lets out his last dying gasp of pain, he topples back into the mine shaft and plummets into the darkness. His men seem stunned by your fighting prowess, and trip over each other in their haste to escape a similar fate. As the sound of their hurried footsteps disappears along the tunnel, you quickly cross the bridge and leave the chamber through a tunnel in the west wall.

Turn to 348
.

29

The Torch burns fiercely for just a few seconds before it sputters and dies. You try to relight it but it is hopeless — it simply will not burn.
3
If you possess other Torches in your Backpack, you will also discover that for some mysterious reason, they will no longer light.

If you possess a Firesphere,
turn to 168
.

If you wish to continue in the dark,
turn to 246
.

If you wish to leave the vault and attempt an entry via the guarded crypt door,
turn to 183
.

[3] You need not erase any Torches from your
Action Chart
in this case.

30

The long night ride and the lack of sleep begins to tell on both your men and their horses. No matter how hard you urge your company on, you cannot outdistance the bandit horde.

Suddenly, a large force of armoured horsemen appear from behind a shallow ridge to your left. They are trying to cut across and block the highway. As your paths converge, you brace yourself for the imminent confrontation.

Turn to 176
.

31

The water is swift, dark, and very cold. You tumble helplessly downstream as the irresistible current carries you towards a new and unforeseen danger: white water! The hiss of the rushing water fills your ears. You gulp a lungful of air and brace yourself, for it is now too late to avoid the torrential rapids that lie ahead.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–4,
turn to 272
.

If the number you have picked is 5–9,
turn to 329
.

32

The hideous creature uncoils itself from your legs and sinks into the water. You are elated by your victory, but your lungs feel as if they are on fire. You claw your way upwards until you eventually reach the surface, choking and gasping for air.

The only sign of the rowing boat and your men that remains on the surface of this dark and dreadful river is a splintered oar floating nearby. You hook your arm over this and drift with the current towards the far bank. A check of your Backpack and pockets reveals that nothing was lost during your struggle in the water, but this discovery comes as cold comfort now that your brave company is no more.

Steeling yourself against the unknown dangers that may lie ahead, you resolve to reach Ruanon and uncover the veil of mystery that surrounds it. But first you allow yourself one last look at the black river before you enter the west tunnel.

Turn to 309
.

33

It is almost dark when you reach the edge of a densely forested valley. You can just make out the highway disappearing into the trees ahead and catch sight of a signpost pointing towards the south. You are now only forty miles from Ruanon, but your men are tired and in need of food and rest.

If you wish to set up camp at the edge of the forest,
turn to 74
.

If you wish to send some men into the valley to scout for bandits,
turn to 139
.

If you decide to go without food and sleep and press on to Ruanon as quickly as possible,
turn to 251
.

34

The creature is flooded by the golden light of your sword. A look of terror crosses its ghoulish face and it hurls itself upwards to avoid your sword blow. You brace yourself for another onslaught but it never comes: your silent attacker has escaped into a fissure in the ceiling.

Sheathing your sword, you prepare to continue. You notice a low portal in the vault wall leading to a long and narrow corridor.

If you wish to continue along the corridor,
turn to 235
.

If you wish to leave the vault and attempt to enter the temple via the guarded crypt door,
turn to 183
.

35

Using your Kai skill, you blend into the shadows of the chamber wall and slowly inch your way nearer and nearer to the bridge. Suddenly, the guard puts down his block of wood and turns his back: he is rummaging in his haversack for some food. You see your chance and sprint towards the bridge, your weapon poised to strike down the unwary guard.

Pick a number from the
Random Number Table
. If you have the Kai Discipline of Hunting, or if you have reached the Kai rank of Guardian or higher, then add 3 to the number you have picked.

If your total is now 0–7,
turn to 147
.

If your total is now 8–12,
turn to 231
.

36

The Warhounds lope towards you at an unnerving speed. You can see their great red-lipped jaws clearly and hear the clacking of their fangs. You fight to control your breathing, to concentrate all your warrior skills, for you must dispatch the Warhounds quickly and with precision if you are to avoid being torn to pieces. Two dogs, faster than their brothers, break free of the pack and close upon you. They leap simultaneously, their slavering jaws spread wide for attack. You dive forward and roll, striking at their bellies from beneath as they pass above. Both howl with rage and pain and tumble lifeless to the ground. You are back on your feet as the next Warhound attacks.

Vassagonian Warhound:
COMBAT SKILL
 17   
ENDURANCE
 25

If you win this combat in 3 rounds or less,
turn to 155
.

If you win the combat in more than 3 rounds,
turn to 277
.

37

You signal to the driver to stop. The wagons halt and a small, moon-faced man in a bright pink tunic throws open the rear door of the leading carriage. He shouts and curses the driver as he descends the ladder, pausing only to adjust the cummerbund that barely covers his huge stomach. Seeing your men, he lets out a strangled shriek and fumbles for a short sword hanging at his side. ‘Bandits! Robbers!’ he cries, and wrestles to free his sword from its ornate scabbard. A row of anxious faces appears at the wagon windows, but the expressions soon change to a smile when they recognize your Sommlending uniforms.

‘Calm yourself, Yesu,’ shouts an elderly woman. ‘They are Sommlending rangers. They will not steal your gold.’ Laughter ripples along the carriages as the little fat man suddenly unsheathes his sword with such force that he spins around and tumbles to the ground.

Illustration III
—The little fat man spins around and tumbles to the ground.

‘You must forgive Yesu,’ says the old woman. ‘He means you no harm. “Raider's Road” has made him a nervous wreck.’

You question the old woman, asking her where they have come from and their destination. You learn that they are a troupe of players and have journeyed many miles from their native land of Cloeasia in the east. They last played for the people of Eshnar, but it was a disappointing show. It seems that the town was as quiet as the grave; those who did come to see them were a sad and sorry crowd. They are now bound for Holmgard, and hopefully a more appreciative audience.

‘Light is fading,’ remarks the old woman. ‘Perhaps you and your men will camp with us tonight? We would deem it an honour, and would be happy to entertain you all with songs and dancing.’ You notice a hopeful look in the eyes of your men as they await your decision.

If you wish to set up camp with the troubadours,
turn to 182
.

If you decide to press on to Ruanon,
turn to 247
.

38

No cargo remains inside the charred shell of the wagon. The wood is black, and the metal fittings have buckled and blistered in the heat. However, in spite of the damage, you find enough proof from the ashes to confirm your suspicions. This is the wreck of a Sommlending cavalry wagon; one of three that left for Ruanon with Captain D'Val's troop over a month ago.

As you stand in the wagon, brushing the ash from your hands, one of your men suddenly cries out in pain. You glance up in time to see him fall from his horse, a disc of sharp steel embedded in his chest. ‘Ambush! Take cover!’ you shout, as more of the deadly discs whistle out of the trees to claim their victims. Frightened horses gallop in all directions, your men desperately clinging to the reins. The hidden attackers vanish as quickly as they came, but not before three of your men are left dead upon the highway.

After burying your dead, you must decide on the best course of action; for now only four men remain at your side and the hidden enemy may return at any time to finish their evil handiwork.

If you wish to continue along the highway, riding full speed for Ruanon,
turn to 297
.

If you wish to avoid the main highway and continue by the eastern track,
turn to 15
.

39

The arrow arcs through the smoke-blackened sky and pierces the officer's shining breastplate. You hear his scream of pain ring out above the din of battle and watch as his cruel eyes flicker and close. He swoons and slips from his saddle, your arrow lodged deep in his heart.

Turn to 148
.

40

A line of empty ore wagons lie parked along a stretch of track that disappears into the west wall of this gallery. Above the arched tunnel, a flight of wooden stairs leads to a smaller passage lit by a sputtering torch.

You stay hidden in the shadows, watching the gallery for half an hour before you are satisfied that it is safe to enter.

If you have the Kai Discipline of Tracking, and if you have reached the Kai rank of Aspirant or higher,
turn to 349
.

If you wish to follow the wagon track into the west tunnel,
turn to 55
.

If you wish to climb the stairs to the balcony and explore the passage,
turn to 291
.

41

You recognize the silky fluid; it is the trail of a Stoneworm, a dangerous subterranean predator. You warn your men not to step in the slime, for it is highly corrosive. No sooner have the words left your mouth than there is a sudden and ghastly noise.

Turn to 276
.

42

Your knees shatter on impact and you drop like a stone into the darkness of the shaft, but the pain and shock soon fades into unconsciousness. As you hit the surface of an underground river, hundreds of feet below, you are unable to save yourself from death by drowning.

Your mission and your life end here.

43

If you are to survive this attack, you must fight with speed and accuracy. You raise your weapon poising yourself to strike.

Pick a number from the
Random Number Table
. If you possess the Discipline of Mind Over Matter or Weaponskill, add 1 to the number you have picked. If you possess the Kai Discipline of Hunting or Sixth Sense, add 2 to the number you have picked.

If your total is now 0–6,
turn to 262
.

If it is 7 or more,
turn to 111
.

BOOK: The Chasm of Doom
10.74Mb size Format: txt, pdf, ePub
ads

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