The Darke Crusade (22 page)

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Authors: Joe Dever

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

BOOK: The Darke Crusade
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234

An ominous noise comes rolling across the plain from the city of Darke, a thunderous boom that shakes the very ground on which you lie. You look towards the city and see that the battle is growing ever fiercer. But now there is a new and sinister aspect. Flickerings of magical fire can be seen dancing along battlements, engulfing friend and foe alike. You sense that it is the work of Magnaarn; he and his Nadziranim allies are responsible for this.

Then, through the smoke of battle, you see a Lencian flag flying proudly amidst the carnage that is taking place on the coastal plain to the south of the city. Here, King Sarnac's crusaders have turned an enemy flank and are storming its weakened centre. Maquin and Schera see the flag and, encouraged by the cheers of their own men, they decide to march at once in support of the crusaders' brave attack.

You wish them both good fortune, for you know the time has come to part company with these brave men. Their destiny awaits them on the field of battle; yours will be found inside the city of Darke itself where, if you are to fulfil your quest, you must confront Warlord Magnaarn.

You bid them farewell and watch as they lead their men in a marching column along the river road towards the field of battle. When they are a mile distant, you set off alone across the plain towards the hamlet, which lies
en route
to the gates of Darke.

Turn to 154
.

235

The boat glides silently through the dark, syrupy water and within minutes the huts are lost to sight. Unlike the smooth muddy banks of Dakushna's Channel, the shores of this newly-formed passage comprise a tangle of exposed roots and rotting vegetation. A foul-smelling mist clings to these torn roots, exuding a corpse-like chill that, despite your Kai skills, makes you shiver involuntarily.

You have been following this unwelcoming canal for nearly a mile when it starts to meander towards the east, and soon you are brought to a halt when an unexpected obstruction looms into view. A matted raft of floating, frost-covered weeds has become ensnared upon the right bank, partially blocking the way ahead.

You are observing the raft, looking for a way to steer around it, when suddenly your senses alert you to a hidden danger.

If you possess Kai-alchemy,
turn to 104
.

If you do not possess this Grand Master Discipline,
turn to 47
.

236

Captain Schera musters his men, and posts lookouts around the town wall as a precaution in case the Drakkarim return during the night with reinforcements. He then oversees the care of the sick and wounded. You are impressed by his devotion to the men under his command and, once his duties are completed, you return with him to the armoury to formulate a plan of action. It is decided that it is too dangerous to remain here and you agree that you should leave at first light. Schera says there are sufficient boats to transport everyone downriver to Darke, but there is a risk that you could run foul of Magnaarn's troops. However, he is determined to rejoin his army. If the Lencians are still resisting Magnaarn, then he reasons that the city of Darke is where the battle is most likely to be taking place.

Before you settle down to sleep, one of Schera's men brings you some food and ale: restore 3
ENDURANCE
points.

To continue,
turn to 23
.

237

You land with a jolt, crashing down upon a stack of ale barrels which topple and fall, pinning you beneath them: lose 3
ENDURANCE
points.

Stunned by the fall, and with blood trickling into your eyes from a gash on your forehead, at first you feel totally unable to move. Then you hear sounds that immediately stir you into action. In the alleyway above, you hear the sounds of a struggle taking place: the Drakkarim have found Prarg and they are attempting to overpower him by force.

Turn to 225
.

238

You draw your weapon and attack the ice. Time is fast running out for your trapped companion; you have but a few seconds in which to reach him or he will surely drown.

Pick a number from the
Random Number Table
.

If the weapon you are using is a Special Item, add 2 to the number you have picked. If it is a Mace, a Warhammer, an Axe, or a Broadsword, add 1. If it is a Dagger, a Quarterstaff, or a Short Sword, deduct 1. The weapon bonuses are cumulative (e.g. the Dagger of Vashna, which is a Dagger and a Special Item, will confer a bonus of +1: 2 − 1).

If your total score is now 4 or less,
turn to 139
.

If it is 5 or more,
turn to 3
.

239

Many hours pass before you regain consciousness, and although your terrible ordeal has left you physically weakened, your mind is still as sharp and resolute as ever. You are determined to find a route to the surface and continue your quest, for even though Magnaarn now has Captain Prarg and the Doomstone of Darke, there may yet be a way you can defeat him. Before he entombed you in the passage he admitted that you alone posed a threat to his quest for victory over Lencia. Now that he thinks you dead and buried, you feel sure you can turn this to your advantage.

You stagger to your feet and peer along the gloomy passageway in either direction, east and west. You are anxious to pursue a route that will lead you quickly to the surface, and when you detect cold, damp air wafting from the west, you hurry this way. But you are soon disappointed. The passageway ends abruptly at the edge of a vast chasm, formed by the same destructive powers which buried you alive. At the bottom of this great fissure is a river of black water, and high above, you glimpse a few rays of winter daylight filtering through a tiny rent in the darkness. It looks so far distant that you abandon any thought of reaching it from here and return along the passageway.

A few hundred yards beyond where you emerged, you discover an octagonal chamber that is bathed by an eerie green light. This light is emitted by fungi which blanket the walls and ceiling and illuminate a strange circular door that has an octagonal lock. You have been in the chamber for no more than a few seconds when your senses detect something is wrong. Invisible fumes are rising from the fungi, which, in your weakened state, are making you feel dizzy and nauseous.

If you possess Grand Nexus,
turn to 109
.

If you do not possess this skill,
turn to 292
.

240

You stand directly below the shaft and focus your Kai power on the basket-sized nests that are fixed along its walls. The incessant buzzing grows steadily louder; then several lines of large wasp-like insects emerge from the nests and escape towards the sky at the top of the shaft, driven away by your mental command.

When you feel sure that the nests are empty, you reach up and take a grip of the rough brick which lines the shaft. It offers good purchase for your fingers and toes, enabling you to climb past the nests and reach the top of the shaft in a matter of minutes.

Turn to 300
.

241

You draw an Arrow, and then you peep around the corner and fire at the advancing Death Knight. Your shaft hits him in the middle of his chest and knocks him flat on his back. He is fatally wounded but, incredibly, he finds the strength to reach for a horn which is strung around his neck. In his dying moments he is trying to summon help.

If you wish to fire a second Arrow at the Death Knight,
turn to 321
.

If you do not wish to fire again,
turn to 15
.

242

Your burst of psychic energy penetrates the war-dog's mind, causing it to shriek with pain and fear. Immediately the others halt in their tracks, visibly shaken by the horrible cries of their leader, but their hesitation is short-lived. Their hunger is so great that, despite the fearsome howls of their pack master, they ignore his plight and continue their advance upon you and Captain Prarg.

If you possess Kai-alchemy and wish to use it,
turn to 339
.

If you do not possess this Grand Master Discipline, or if you choose not to use it,
turn instead to 32
.

243

At last you strike the killing blow that sends this evil amphibian spiralling down to the bottom of the frigid lake. Once free of its grip, you take hold of Prarg's tunic and pull him towards the jagged hole in the ice. Then, with great difficulty, you climb out of the water and haul your unconscious companion to safety. His skin is deep violet, he is barely breathing, and his entire body is shaking uncontrollably. Using your healing skills, you transmit some of your body warmth through your hands to his chest and face and, within a few minutes, he comes out of his state of shock as his body returns to its normal temperature. Your prompt action has saved his life, but it has also drained you of 5
ENDURANCE
points.

Make the necessary adjustments to your
Action Chart
and
turn to 157
.

244

You leap down upon the unsuspecting lancer, but you have judged the jump badly and you only glance his shoulder before you hit the ground. Stunned by the fall, you react slowly when the Drakkar unholsters his lance and tries to impale you upon its steel tip.

Drakkarim Lancer:
COMBAT SKILL
 30   
ENDURANCE
 35

Because of the fall, you must reduce your
COMBAT SKILL
by 10 for the first two rounds of this fight. You are unable to use any potions prior to combat.

If you win this combat,
turn to 195
.

245

You dispatch the Drakkarim with deadly precision. Then you hide their bodies in a nearby hovel, just in case their comrades should notice their absence and care enough to come looking for them. You are keen to leave this place but, before you go, you notice that one of them is wearing a hooded leather cloak which could help you get inside the town. It is big enough to hide your Kai tunic and, when pulled up, the hood hides your face completely.

Wrapped totally in this cloak, you approach the main gates. The guards are busy admitting the latest batch of prisoners and they do not give you a second glance as you stride confidently into the town. Once inside, you head towards a dark, deserted alleyway which is sandwiched between a stables and an armoury. From here you observe the compound with a growing anger and pity for those trapped inside. Stirred by their plight, you vow to help these starving men. Patiently you watch and wait for the patrols to pass; then you scurry towards the compound fence, eager to make contact with the Lencians.

Turn to 150
.

246

Bravely the horse attempts to clear the trench but it is simply too weak. Its rear legs buckle as it tries to jump and you and Prarg are both thrown head-first into the trench. Painfully you land amongst a heap of picks, shovels, and other entrenching tools: lose 3
ENDURANCE
points.

To continue,
turn to 276
.

247

You empty the dead Drakkar's pockets and pouches, and discover the following items:

  • Dagger
  • Sword
  • Bottle (empty)
  • Bow
  • 2 Arrows
  • Ball of String
  • 40 Kika (equivalent to 4 Gold Crowns)

You are about to abandon the body when suddenly you notice something gleaming in the top of its left boot. It is a rod of silver, plain and unmarked, and little more than four inches in length. If you wish to keep this Silver Rod, mark it on your
Action Chart
as a Special Item which you carry in your pocket.

Satisfied that you have overlooked nothing of worth, you turn your attention to clearing the rockfall which is blocking your escape from this landing.

To continue,
turn to 347
.

248

The order goes out to advance quickly towards the distant hamlet. But you have covered barely a quarter of a mile when you see enemy horsemen fast approaching from the north. Mindful of the danger of being caught out here in the open, Baron Maquin orders his mercenaries to form into a square in readiness to repel a cavalry attack. Captain Schera issues the same order to his men, and together they create a square that is bristling with spears.

The cavalry thunder towards you, undaunted by the sight of this porcupine-like defence. The first wave of Drakkarim cavalry slams against the square and is repulsed with heavy losses; then a second line hits home and it, too, fails to break through. The wounded are dragged to the centre of the square and the ranks close in readiness to face the next charge. Twice the Drakkarim have been repulsed but they are a determined enemy and they are getting ready to attack again. This time the charge is led by armoured Zagganozod, on warhorses that are sheathed with plates of bronze. Their armour — and the sheer weight of their attack — smashes a corner of the square and, in a terrible moment of carnage and chaos, several enemy horsemen break into the middle of the square and trample the helpless wounded.

Illustration XIII
—The charge is led by armoured Zagganozod on warhorses that are sheathed with plates of bronze.

You rush to help them but, in the heat of the battle, you are knocked down by a riderless horse. Before you can get to your feet you are attacked simultaneously by two enemy lancers, who are maniacally determined to pin you to the ground with their lances.

2 Zagganozod Lancers:
COMBAT SKILL
 37   
ENDURANCE
 45

If you win this combat,
turn to 95
.

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