Read The Chasm of Doom Online

Authors: Joe Dever

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

The Chasm of Doom (9 page)

BOOK: The Chasm of Doom
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99

In the darkness, you fail to notice a jagged hole in the planking of the bridge. You step straight into it and crash head-first to the ground, over a hundred feet below.

Your life and your mission end here.

100

An empty feeling grips your stomach as you stare upon the altar and inner sanctum of the subterranean temple. Your Kai senses burn as if every nerve in your body is screaming a warning to flee from this evil chamber. Huge braziers of molten metal encircle a black altar upon which lies fair Madelon, the daughter of Baron Vanalund. She seems to be entranced — her breathing is slow and shallow. Beyond the altar lie two massive doors, a gigantic skull engraved upon their black stone surface. Out of your view, another door opens, and a procession of red-cloaked priests enters the temple. Their heads are covered and they each carry strange amulets of black stone. They file past the altar, depositing the amulets in a circle around the young girl's body and then file out again in total silence. Then you hear the sound of a distant drumbeat; it grows louder and nearer. The measured steps of steel-shod boots resound in its wake. Barraka is approaching.

Illustration VI
—A procession of red-cloaked priests enters the temple.

Turn to 215
.

101

You follow the tunnel for over two hours before arriving in a huge cavern. The gloomy hall is divided by an underground river that disappears into a wide archway in the south wall. On its opposite bank, you can just make out the shape of another passage leading to the west. A small rowing boat is beached on this side of the river, and two pairs of oars are discovered behind the moss-covered boulder to which it is tied.

If you wish to row across to the other bank and take the west tunnel,
turn to 343
.

If you wish to take the boat and continue south via the river,
turn to 115
.

102

Your men draw their swords and advance on the strangers. The hooded men immediately raise their hands and emerge from beneath the stone canopy. One of the men drops a small earthenware flask full of clear fluid and it shatters on the hard marble floor. A search of their clothing reveals 12 Gold Crowns and enough food for 2 Meals. Make the necessary adjustments to your
Action Chart
. Around their necks they wear wooden amulets carved in the likeness of small fish.

If you possess the Kai Discipline of Healing,
turn to 19
.

If you do not have this skill,
turn to 339
.

103

You escape from the warrior but not before he has wounded you with his scimitar. You lose 4
ENDURANCE
points.

Gasping from the pain of your wound, you manage to pull the trapdoor shut and draw the bolt before staggering down the stairs and out through the watchtower door.

Turn to 59
.

104

Mustering all your reserves of speed and stamina, you sprint towards the far side of the bridge. The blood is pounding in your ears and you pray that the locking pins will hold just long enough for you to reach safety. You are barely ten feet from the far side when the floor shudders and falls.

If you want to try to dive for the far side,
turn to 303
.

If you wish to jump clear of the bridge and dive into the unknown depths of the mine shaft,
turn to 342
.

105

A group of armed guards suddenly appear at the top of the stairs and command you to halt. When you hesitate, they quickly unsling crossbows from their shoulders.

If you wish to attack the guards,
turn to 285
.

If you wish to raise your hands and surrender,
turn to 267
.

106

The horses are a small stocky breed known as kucheks. They are named after a town and province of Vassagonia, a country many hundreds of miles to the east. The bandits you encountered on the Ruanon Pike rode kucheks.

If you wish to leave Eshnar as quickly as possible,
turn to 67
.

If you decide to investigate the stables,
turn to 236
.

107

The bandit horseman pursues you, his lance speeding closer and closer behind you. You are running flat out, and it is too late to dodge the Sommlending soldier who now stands in your way, his bow drawn ready to fire.

‘Dive!’ he screams at you, and instinctively you obey his bold command. Almost simultaneously, he releases the bowstring. The bandit is barely feet away when the steel-tipped arrow penetrates his visor and erupts from the rear of his helmet like a skewer through an apple. The charging horse crashes to the ground throwing its dead rider at your side. You open your mouth to shout your thanks, but before you can speak the soldier turns and hurries away to the barricade.

If you wish to follow him,
turn to 59
.

If you wish to continue towards the watchtower,
turn to 310
.

108

The leader of the tunnel guards barks an order to his men and they immediately halt in their tracks. It is obvious that they have been told not to interfere in this combat, for it seems their leader wants you all to himself.

He is wearing a tall, plumed helmet and a brilliant red sash across his chest. With one quick movement, he levels his halberd at your head and attacks.

Tunnel Guard Officer:
COMBAT SKILL
 20   
ENDURANCE
 30

You may evade combat at any time by dashing across the bridge and
turning to 271
.

If you win the fight,
turn to 28
.

109

You roll the dead bandit over with the toe of your boot and make a quick search of his body. You discover the following items:

  • 3 Gold Crowns
  • Dagger
  • Sword

You may take any of the above items. As you are leaving, you notice a trapdoor in the floor. Opening it, you see that it leads down to the cellar of the building.

If you wish to search the cellar,
turn to 347
.

If you wish to leave the hut,
turn to 258
.

110

You kick open the door and rush in. Unfortunately it is not the actor who stands before you now, but a young woman in the middle of taking her bath. After a few seconds of stunned silence, the woman begins to scream at the top of her voice, pausing only to throw at you anything that comes to hand. In a shower of hairbrushes, mirrors, combs, and curses, you are driven from the coach, and the door is slammed firmly in your face. Outside you find a small crowd of people who have been attracted by the noise, none of whom can speak or understand Sommlending. You find it impossible to explain your innocent mistake and, confronted by their stony stares, you are forced to abandon your search for the runaway actor.

Turn to 165
.

111

You steel yourself, mustering all your concentration for the exact moment to strike. Your warrior senses are razor-sharp; your attack is lightning-fast. You lunge forward beneath the bandit's sweeping longsword and sever the belly strap of his saddle. The saddle jerks to one side, and he slips from his horse, crashing to the ground in a cloud of dirt and ash. You advance to finish him, but he is quick to recover from the fall. Leaping to his feet, he turns to face you.

If you wish to fight him,
turn to 90
.

If you wish to evade combat,
turn to 163
.

112

The bridge slams into the rock wall with a bone-jarring crunch.

Pick a number from the
Random Number Table
. If your current
ENDURANCE
points total is less than 10, deduct 3 from the number that you have picked.

If your current
ENDURANCE
points total is more than 20, add 3 to the number you have picked.

If your total score is now -3–4,
turn to 42
.

If it is 5–12,
turn to 303
.

113

You enter the forest and descend the wooded hillside towards the River Xane. You have gone only a few yards when the trees become far too dense for you to be able to continue on horseback. Reluctantly, you signal to your men to dismount and continue on foot.

You soon reach the river and follow the foam-flecked water upstream. The climb takes you through a maze of wide rock terraces worn smooth by the force of the river. Then, at a point where the torrent is fed by many smaller streams, you catch sight of six bandits, stabbing at the water with their spears as it thunders along the smooth-hewn channels. On the far bank, you can see a pile of grey fish standing next to a horse-drawn wagon, which you recognize as a Sommlending cavalry wagon.

If you have reached the Kai rank of Warmarn,
turn to 166
.

If you have yet to reach this level of Kai training, you can launch a surprise attack on the bandits and
turn to 14
.

If you would rather try to sneak across the river under the cover of the many large boulders that divert the watercourse,
turn to 316
.

If you would rather avoid crossing here and head back the way you have just come,
turn to 232
.

114

You order your men to prepare for combat and signal to one of the tavern-keeper's sons to open the doors. No sooner has he slid back the great iron bolt than the doors burst inwards. A dozen rain-drenched bandits charge into the tavern, their shields linked before them rim to rim. Your men press forward to halt their advance, hacking and stabbing whenever a head or arm presents a target, but they are forced to turn back when more bandits flood into the tavern.

A tall warrior in bright scarlet armour suddenly breaks clear of the shield-wall and runs at you. His sword is raised to stab.

Bandit Warrior:
COMBAT SKILL
 16   
ENDURANCE
 25

You cannot evade combat and must fight the warrior to the death.

If you win the fight,
turn to 295
.

BOOK: The Chasm of Doom
11.55Mb size Format: txt, pdf, ePub
ads

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