Read The Kingdoms of Terror Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
The old stone door creaks slowly open, and as the dust settles, you find yourself staring into the crypt of Tekaro Cathedral. Stepping into the chill, stale air, your heart begins to pound in your chest; the Lorestone is here — you can feel it.
Beams of ashen moonlight filter into the crypt, illuminating a line of sombre granite tombs that lie like sleeping giants under the earth. Clutching the Small Silver Key, you examine them one by one for the lock that guards the legendary Lorestone.
You find the lock and insert the key, but you are suddenly distracted, on the brink of discovery, by the creature that is advancing through the sewer door.
The sergeant orders his men to stand back — he is confident that he can defeat you unaided and is eager to show off his fighting prowess. A smile of expectant triumph curls his scarred lips as he raises his spear and shield. You may fight this combat with any weapon except a Bow.
Town Sergeant:
COMBAT SKILL
18
ENDURANCE
27
If you win and the combat lasts 3 rounds or less,
turn to 15
.
If you win and the combat lasts longer than 3 rounds,
turn to 87
.
The room is small, shabby, and bare except for the battered straw mattress and threadbare carpet covering the floor. You lock the door and settle down to sleep, using your Backpack as a pillow and your cloak as a blanket. In the middle of the night you are woken by a bright light. A shooting star of sun-like brilliance arcs over the city, shedding a rainbow of colour across your drab surroundings. You watch the star as it slowly disappears before settling down once more to your much needed rest. It seems as if you have only just closed your eyes when the loud and loathsome
clang
of the tavern bell fills your ears.
‘All awake, all awake! A new day dawns my fine brave lads!’ As the voice of the tavern-keeper echoes through the inn, you dress, gather your equipment, and then collect your horse from the stable.
Your rest restores 1
ENDURANCE
point. Make the necessary change to your
Action Chart
before setting off on your search for Brass Street.
With bated breath you wait for the enemy to pass. As the last man rides into view, you break cover and attack him with deadly efficiency. He tries to raise a shield to block your blow but cannot react in time to save his life. As he tumbles to the ground, you cut the reins from his saddle and take off along the highway with the unconscious wizard in tow.
Prince Ewevin holds a conference of war. An hour passes before the captain returns to the company, and his news is greeted with mixed feelings by his travel-weary men.
‘We ride into battle tonight,’ he says, his voice firm and unwavering. ‘We are to lead an attack across the Tekaro Bridge to break the city gate, which is greatly weakened at the moment. We must attack tonight if the enemy are to be prevented from making good their repairs.’
Many of his men, battle-hardened veterans of countless wars, cannot hide their fear that the attack is suicidal. The gate is heavily defended by archers and cannot be taken without a great loss of life.
‘Each man will be paid a thousand crowns,’ says the captain, hoping to change their minds with the promise of gold, but few are impressed; what use is gold to them if they are killed in the assault? ‘Those who wish to fight can stay by my side,’ he bellows, his steel-blue eyes blazing with anger. ‘Those who will not fight can go.’
If you wish to stay with the captain and assault the city gate,
turn to 126
.
If you decide to leave,
turn to 280
.
Your Huntmastery enables you to identify hidden weaknesses in both the Jakan and the Kalte bone bow. If you were to choose either of these weapons, your chances of success would be greatly reduced. Forewarned by your Magnakai skill, you make the best choice: the Durenese hunting bow.
You sense that potential danger lies within the copse and that the chanting is part of a sacrificial ceremony.
If you wish to investigate the ceremony,
turn to 13
.
If you wish to avoid it and continue along the highway to Soren,
turn to 102
.
With bated breath, you manoeuvre the noose around the head of the warhammer. It takes over five minutes to secure the rope and retrieve the weapon.
Close examination of your find reveals it to be a very fine weapon, wrought of a metal called bronin, which looks identical to newly-cast bronze but, unlike regular alloys of copper and tin, will not tarnish with use or age.
If you wish to keep this Bronin Warhammer, mark it on your
Action Chart
as a Weapon. When you use it in combat it will add 1 point to your
COMBAT SKILL
total. Satisfied that nothing else of value has been overlooked, you leave the chapel and return to Cyrilus.
Your Magnakai Discipline reveals the man's hiding place — he is crouching behind a worktable to your right. Suddenly, he jumps up and hurls a glass flask at your face, but forewarned by your Magnakai skill, you are prepared for this ambush. You duck and the flask whistles overhead to smash against the far wall. A bubbling hiss fills the air as the contents of the flask corrode and dissolve the plaster. With a flurry of vile curses, the man unsheathes a rapier and attacks.
Chanda the Taxidermist:
COMBAT SKILL
17
ENDURANCE
24
If you wish to evade combat at any time by running from the shop, mounting your horse and galloping away,
turn to 279
.
If you win the combat,
turn to 8
.
Trembling with fear, you draw the bowstring and fire. The Arrow glances off its armoured head and shatters against the crypt wall. There is no time for a second shot. You shoulder your Bow and prepare for close combat as the creature moves in to strike.
Less than a mile from the village, the road descends into a narrow valley where a castle, part of which has fallen into ruin, is set on a rock shelf beneath a mossy precipice. ‘Castle Taunor,’ says Cyrilus, shielding his eyes from the glare of the afternoon sun. ‘It's a place of pilgrimage for many people; the water from its spa has great healing properties.’ He leans forward, removes a small glass jar from his saddlebag, and offers it to you. ‘Taunor Water could be useful to a warrior such as you.’
If you wish to take the glass jar and collect some Taunor Water,
turn to 63
.
If you choose to decline Cyrilus' suggestion and continue your journey to Varetta,
turn to 134
.
The captain is an imposing man, tall, muscular, with a strong-jawed face, unmarked by battle or disease. His blond hair is cropped close to his head, and likewise, his beard and moustache are trimmed close to his tanned skin. You are invited to join his company, and as you drink your ale, you listen to their proud talk of war, of victories, of loot, and wages — but never of defeat.
The captain and his men have grown tired of the war in the north. Prince Janveal of Helin is close to ruin, having sold all he owns to pay for a war against Baron Maghao of Karkaste that he cannot hope to win. The prince's troops are demoralized and his mercenaries desert him at the first opportunity. You learn that the captain is recruiting men for a campaign in the south. The war between Salony and Slovia has reached boiling point, and there is much gold to be had in the service of the Salonese Prince Ewevin while he besieges the city of Tekaro.
‘You have the mien of a skilful warrior,’ says the captain, his steel-blue eyes cold and unblinking. ‘Why not join my company? I have need of fighters, and I pay with gold, not promises. We leave for Tekaro at dawn — will you ride with us?’
Politely you refuse the captain's offer, saying that you have come to Varetta on other business.
‘What business is there for a warrior other than war?’ retorts the captain, to the raucous delight of his men. You finish your ale and bid the captain and his company goodnight.
‘If you change your mind, join us at Soren. We sail the river from there in two days' time.’
If you have a Map of Varetta,
turn to 17
.
If you do not possess this Special Item,
turn to 104
.
You keep your side of the bargain. (Remember to make the necessary adjustments to your
Action Chart
.) In exchange, he hands over the reins of his horse. ‘Good luck, Northlander,’ he says, as you climb into the saddle. ‘I hope you find your companion. He is a lucky man to have a friend such as you.’
You shout a farewell as you spur your new horse to the gallop.
You follow the man through a curtained archway to a high-vaulted chamber that reeks with the pungent smell of preservatives and dead bodies. Several carcasses of exotic animals hang from hooks in the ceiling, and dissected heads destined for trophy plaques are laid on the large workbenches.
The man opens an ornate rosewood chest and produces a silver tray on which stands a ruby glass decanter and two crystal goblets. He fills the goblets with wine and offers one to you, saying that the wine will help you forget the unpleasant smell of the workshop.
If you wish to accept his gracious offer, take the goblet and
turn to 288
.
If you wish to decline his offer and leave the taxidermy,
turn to 279
.
The Kalte hunting bow is constructed from many strips of bone, glued and bonded together with layers of sinew. It is an ideal weapon for hunting baknar or kalkoth in the icy wastes of Kalte, but as a target bow in the warm climate of the Stornlands it is a very poor choice. When you enter the tournament, you must reduce your
COMBAT SKILL
by 4 points for the duration of the contest.
To begin the tournament,
turn to 340
.
No sooner has the pirate dropped dead at your feet than three more of his snarling comrades press forward to avenge his death.
River Pirates:
COMBAT SKILL
19
ENDURANCE
28
If you wish to evade combat after 2 rounds,
turn to 286
.
If you win the combat,
turn to 111
.
You concentrate all your powers of Curing, transmitting the warmth created by your Magnakai skill through your hands into the shattered body of the magician. His frail shoulders tremble as he forces himself to whisper once more: ‘Brass Street … Varetta … find Gwynian the sage … he will help … help your quest — ’