The Kingdoms of Terror (13 page)

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Authors: Joe Dever

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

BOOK: The Kingdoms of Terror
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159

‘You insult us, stranger,’ hisses the scar-faced man as he springs to his feet. Suddenly, the noisy hall becomes as silent as the grave: all eyes are on you. Some merchants to your left hurriedly move away as the two other warriors kick over their table and draw their swords.

‘Strike!’ they shout and attack. You must fight all three as one enemy. You cannot evade combat or make use of a Bow.

Varettian Mercenaries:
COMBAT SKILL
 26   
ENDURANCE
 35

If you win the combat,
turn to 48
.

160

Grabbing hold of the door, you slam it shut as hard as you can. The youth is unprepared, and the door catches him squarely in the face somersaulting him backwards over a table and chair. As the door rebounds open again, you see him sprawled flat on his back, unconscious, with a huge lump beginning to swell in the centre of his forehead.

You pick up a square of blue card and notice that it is stamped with today's date. This will grant you access to the town of Amory, but only for today. You pocket the Cess (mark this as a Special Item on your
Action Chart
) and leave before the youth comes to his senses.

Turn to 146
.

161

As you drop your Belt Pouch into the palm of the robber, you feel an agonizing pain tear through your side.

‘Did you think we would let you live to identify us?’ sneers the robber, but his voice fades as you collapse to the floor. The robbers melt away into the crowd, and by the time your murder has been discovered, they are safely hiding in another part of the vast city.

Your life and your quest end here.

162

Instinctively, you dive and roll, drawing your weapon as you rise again to your feet. Your lightning-fast reactions have saved you from the clutches of a shambling, blunt-nosed monster that preys on unwary pilgrims to this spa. However, it is not deterred, and with a hideous snickering caw, its feral eyes glowing with hatred, it shuffles hungrily towards you.

If you have a Bow,
turn to 198
.

If you do not have a Bow,
turn to 343
.

163

Twenty yards out from the bank you hear a cry go up: ‘Stop that man!’ The Ogrons drop their tools and scurry to the water's edge. Some of them have bows which they hurriedly load and fire.

Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Invisibility, add 4 to the number you have picked.

If your total score is now 3 or less,
turn to 197
.

If it is 4 or higher,
turn to 229
.

164

Your Magnakai skill makes you particularly alert to the deadly missile screaming towards your chest — suddenly everything seems to be happening in slow motion. You pull away from the bolt just in time, and the quarrel merely grazes your shoulder. (You lose 2
ENDURANCE
points.) You see your attacker hurl the crossbow to the ground. From within the closed helmet of black steel a voice shouts out: ‘Die, Northlander!’

Illustration XI
—From within the closed helm of black steel a voice shouts out ‘Die, Northlander!’

The warrior charges out of the Denka Gate with an axe held high in his hand. You cannot avoid him and must fight him to the death.

Armoured Assassin:
COMBAT SKILL
 24   
ENDURANCE
 26

Due to the speed of this attack, you cannot make use of a Bow. However, if you have the Magnakai Discipline of Animal Control, you may add 1 point to your
COMBAT SKILL
for the duration of this fight.

If you win the fight,
turn to 28
.

165

‘Certainly, sir. We of the Guild of City Criers are only too pleased to be of service,’ says the Kloon, waddling over to the bookshelves. He scampers to the top and removes a slim map from between a stack of papers before scuttling back down and depositing it at your feet.

‘That will be 5 Gold Crowns, sir,’ he says, in a firm but polite tone.

If you wish to pay the Kloon for the Map of Varetta,
turn to 16
.

If you cannot or do not wish to pay him,
turn to 262
.

166

Valiantly your horse attempts to clear the high-sided wagon, but the long day's ride has taken its toll. Suddenly you are thrown forward in the saddle as its forelegs crash against the wagon's rail. You cling desperately to the reins as your terrified horse scatters the cargo and then lands with a tremendous crash on the cobblestoned street. You manage to regain control and spur her along the winding street that leads away from the square. Only when the curses of the town guard can no longer be heard do you rein in your terrified and exhausted mare and take stock of her injuries. The forelegs are bruised, but the skin is not broken. With a good night's rest she should be perfectly all right by morning.

As you remount, you discover to your dismay that the flap of your Backpack is unbuckled. A quick check reveals that two items are missing, which fell from your pack during the jump. Erase any two Backpack Items from your
Action Chart
.

Turn to 332
.

167

Loud and raucous laughter greets your tired ears as you enter the Stornside Tavern. A motley throng of drinkers, over-dressed and over-armed, prop up the bar along the back wall. Suddenly a voice calls out to you, and you raise your weary eyes. It is the captain, the mercenary leader you met at the Inn of the Crossed Swords.

‘Well met, my friend,’ he cries and slaps you enthusiastically on the shoulder. ‘So you've changed your mind. You have come to join my band of fearless fighters.’ Before you have a chance to reply, a foaming tankard is thrust into your hand.

‘To the battle and a full purse!’ he shouts, and his toast is echoed by a score of drunken voices.

The captain and his men are bound for Eula aboard the riverboat that leaves at midnight. If you sail with them he will pay for your passage.

If you wish to sail with the captain at midnight,
turn to 341
.

If you wish to make your own way to Tekaro by road,
turn to 118
.

168

It is nearly dark when you catch sight of a tavern on the road ahead. Two guttering torches set into rusty brackets illuminate the sign nailed above the door:

THE HALFWAY INN

You recognize the name of the tavern that Cyrilus spoke of this morning, and it grieves you that he is not here to accompany you. Distant thunder rumbles through the hills as you stable your horse and enter the welcoming warmth of the taproom. The tavern is alive with the chatter of merchants, the clink of glasses, and the crackle of a blazing fire. The centre of the room is dominated by a small stage on which a conjurer is performing his tricks to the delight of the customers.

If you wish to stand and watch the conjurer,
turn to 199
.

If you wish to enquire about a room for the night,
turn to 253
.

169

The iron door is unlocked, but you discover to your horror that the hinges are so badly rusted that the door will not move an inch. Suddenly, the Yawshath appears at the top of the stone staircase, snickering and gibbering horribly. It fixes you with its red eyes and prepares to pounce.

If you have completed the Lore-circle of Fire (that is, you possess the Magnakai Disciplines of Weaponmastery and Huntmastery),
turn to 65
.

If you do not possess these skills and wish to prepare to defend yourself,
turn to 222
.

If you would rather turn and run deeper into the ruins,
turn to 285
.

170

The riverboat is still rocking violently from the collision, throwing you off balance. You raise an Arrow, take aim at the man's chest, and try to anticipate the shift of the deck as you prepare to fire.

Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to your score. If you have the Magnakai Discipline of Huntmastery, add 1 to your score.

If your total is now 5 or lower,
turn to 23
.

If it is now 6 or higher,
turn to 265
.

171

The water is freezing cold. It saps your strength, and you find it increasingly harder to swim against the strong converging river currents. Eventually, you reach the rocky bank and stagger ashore near the sewer outfall. Unless you have the Magnakai Discipline of Nexus, you lose 1
ENDURANCE
point due to the cold.

Turn to 249
.

172

You choose a seat near the corner: one that is laid for dinner and offers a clear view of the hall. A serving girl soon appears carrying a platter laden with roasted meat, and she proceeds to stack a generous helping on your plate.

‘Two Gold Crowns, if you please, sir,’ she says, presenting an open hand bloodied by the food.

You pay (remember to deduct the Crowns from your
Action Chart
) and settle down to your feast. While you are eating, you are approached by the innkeeper. He is a fat, oily individual with small, piggish eyes.

‘My lad tells me that he's tended to your mare — she's in good 'ands 'ere — the best stables in all o' Quarlen.’ The man shifts nervously from one foot to the other, as if he is uncomfortable in your presence. ‘You'll be wantin' a room, I take it?’

You finish a mouthful of food before nodding your reply. ‘You're in luck, my friend,’ he answers, obviously relieved that you have turned out to be a paying guest. ‘We 'ave one room left — Room 17.’

He produces a plain iron key from his apron pocket and sets it down beside your plate. ‘That'll be 3 Gold Crowns, sir — in advance.’ You pay the innkeeper and slip the key into your pocket.

Turn to 219
.

173

You notice that the man's clothes and hair are streaked with blood. Your initial instinct is to use your Magnakai skill to heal his wounds, but as he reaches the church gate you suddenly realize that he is not wounded at all. The red stains are berry juice; his injuries are fake.

If you wish to challenge him,
turn to 337
.

If you wish to gallop away from the church as quickly as possible,
turn to 191
.

174

A cry of pained surprise escapes from between your clenched teeth as the bolt tears both the skin and muscle from your ribs (lose 5
ENDURANCE
points). However, your sheer strength of will, heightened by your Kai training and discipline, helps you to overcome the shock of impact and remain upright in the saddle.

If you are still alive after this attack,
turn to 234
.

175

When the observatory clock strikes twelve, you are poised and ready to enter the portal. You follow a dry stone passageway until you arrive at an iron door. It opens with a grating squeal and a gust of damp, earthy air, mixed with a strange sweetness, billows out. Before you, a narrow stone stairway twists away into the darkness. You are forced to tread carefully on the green and slippery steps. At the bottom of the stairs a rough-hewn tunnel disappears to the west. You press on and eventually arrive at another iron door. Gwynian has kept his word, for beyond the door awaits a fine liver chestnut mare, saddled and ready to ride.

You are in a small copse close to a highway junction. In the light of the moon you can see a signpost that indicates two destinations — Amory and Soren. Consult the
map
before deciding which way to go.

If you decide to take the highway to Amory,
turn to 331
.

If you decide to take the highway to Soren,
turn to 267
.

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