The Kingdoms of Terror (17 page)

Read The Kingdoms of Terror Online

Authors: Joe Dever

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

BOOK: The Kingdoms of Terror
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233

Instantly, you recognize the old man who stands before you now, calm and smiling. It is the same old man whom you encountered in a hut on the road to Ruanon some years ago; the same man who handed you a scroll that foretold the dangers of the Chasm of Doom.

‘Welcome, Lone Wolf,’ he says. ‘Once again the stars have dictated that our paths would cross.’

Turn to 6
.

234

From within the closed helmet of black steel, a voice calls out — ‘Die, Northlander!’ The crossbow is hurled aside, and the warrior charges out of the Denka Gate, an axe held high in his hand. You cannot avoid him and must fight him to the death. Due to the speed of his attack you cannot use a Bow.

Armoured Assassin:
COMBAT SKILL
 24   
ENDURANCE
 26

If you win the combat,
turn to 28
.

235

In the dim light of the sewer you can just discern the outlines of the curtain wall and the streets of Tekaro on your map. The cathedral is right in the centre of the city, approximately half a mile from the point where the two rivers meet, and lying due east of the point at which you entered the sewer. You fold the map and set off again towards your objective.

Turn to 269
.

236

The Arrow whistles through the gloom and gouges a channel of skin and fur from the creature's skull. It shrieks in pain and paws at the wound. Although it is injured it is far from dead, and sharp claws extend from a bloodstained paw. They lash at your head and you duck only just in time to save yourself from decapitation. Hurriedly, you prepare for hand-to-hand combat before the monster strikes again.

Turn to 343
.

237

A crowd have gathered to watch the fight. As you strike the fatal blow, a cheer goes up and they surge forward like vultures, eager to pick the corpse clean. You and your horse are shouldered aside by the greedy mob as they strip the dead man of all his belongings.

Repulsed by their behaviour you quickly turn and ride away from the degrading spectacle.

Turn to 279
.

238

About a hundred yards from the east gate, through which you entered the city, you notice a brass plaque, fixed with polished brass spikes to the top of an arched doorway. The sign reads:

GUILD OF THE CITY CRIERS

If you wish to dismount and enter the doorway,
turn to 25
.

If you do not wish to enter, you can continue to the east gate, where two streets lead away from the gatehouse.

If you wish to take the north street,
turn to 79
.

If you wish to take the south street,
turn to 147
.

239

As you wait, Cyrilus becomes agitated. You sense that he is scared to be left on his own after his encounter with Roark. ‘Are you bound for Varetta?’ he asks. ‘Perhaps we could share the journey? I am bound for the capital in the morning. I know the road very well and I know its dangers — it would not be wise to travel alone on such a road.’

You pause to consider the prospect of sharing your journey with this old man. On the one hand his company would make the miles seem shorter, but on the other hand, he could prove to be a burden and slow you down. You are about to decline when he says something that convinces you to share the journey.

Turn to 319
.

240

As you walk towards his table, three muscular bodyguards suddenly appear and block your path. The merchant looks up from beneath the rim of his floppy velvet hat and says in a thin voice: ‘What business do you have with me, stranger?’

If you wish to ask the merchant the way to Brass Street,
turn to 47
.

If you say you wish to do some business with him,
turn to 189
.

If you decide to apologize for intruding on his privacy and approach the tavern-keeper,
turn to 312
.

241

Near the crest of the hill there is a small hut built close to the track. Outside, on the porch, sits an old woman who is peeling fruit with a wooden knife. She smiles a gap-toothed smile and bids you welcome as you bring your horse to a halt.

If you wish to ask her if she has seen any riders pass her home,
turn to 110
.

If you decide to ignore her and continue up the track,
turn to 3
.

242

A deadly silence descends on the congregation as your knocking echoes around the temple. A key rattles in the lock; slowly the doors open. A hundred pairs of eyes stare at you suspiciously as you enter the sanctum and a priest in golden robes strides towards you along the wide central aisle. His face is red with anger and he demands to know the reason for your intrusion. When you reply that you have come in search of the Lorestone, a loud gasp of horror rises from the crowd.

Suddenly, the doors crash shut. As one, the congregation stand and unsheathe long curved daggers from beneath their dark brown robes. Murder and hatred glint in their eyes as they close in and hack you to pieces.

Your life and your quest end here.

243

The rancid stench of the creature's breath fills your nostrils as you release the bowstring.

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

If your total is now 0–3,
turn to 155
.

If it is 4–8,
turn to 292
.

If it is 9–12,
turn to 264
.

244

Your horse is killed instantly in the rain of arrows. As it crashes to the ground you are hurled forwards, somersaulting through the air before landing in a heap on the bloodstained soil. The archers have brought down the first two ranks of horsemen, but the attack is still pressing forward over the dead and dying in a reckless stampede towards the gate. You are now lying in the path of this stampede.

If you wish to leap over the parapet of the bridge to avoid the onrushing horses,
turn to 38
.

If you wish to curl up into a ball and keep completely still,
turn to 218
.

If you wish to run towards the Tekaro Gate,
turn to 329
.

245

First, decide how many Gold Crowns you wish to wager and note this down in the margin of your
Action Chart
. You consider the problem and decide that there can only be four possible combinations, and you repeat the conundrum under your breath before making your decision: ‘
“I'm a boy,” said the one with black hair. “I'm a girl,” said the one with blond hair.’

If you decide that they both spoke the truth,
turn to 50
.

If you decide that the first child spoke the truth and the second child lied,
turn to 113
.

If you decide that the first child lied and the second child spoke the truth,
turn to 223
.

If you decide that both children lied,
turn to 62
.

246

The shambling monster passes within inches of your hiding place, but miraculously it does not detect you. Gradually, the sound of its hideous laugh fades into the darkness, and you emerge from the alcove and hurry back up the stairs to the surface.

In the chapel you find your glass jar still intact and waste no time filling it with Taunor Water (the healing spa water will restore 6
ENDURANCE
points). You may drink the Water now or place the glass jar in your Backpack for future use. (Remember to mark it on your
Action Chart
as a Backpack Item.)

You decide to return to Cyrilus without delay, for the Yawshath is still at large and could attack again at any time.

Turn to 338
.

247

The highway descends into a wide valley that bears the scars of war — derelict cottages, their walls broken and charred, dot the landscape. You cross a stagnant stream by a rickety wooden bridge and climb towards a copse of trees at the brow of a hillock. As you draw closer to the copse you hear a low hypnotic chant coming from somewhere inside the ring of trees.

If you have the Magnakai Discipline of Divination,
turn to 206
.

If you wish to dismount and investigate the sound,
turn to 13
.

If you wish to ignore it and continue along the highway to Soren,
turn to 102
.

248

The guards leap from the wagons and surround you with a ring of spears. Their sergeant steps forward and growls, ‘Throw down your weapons, stranger, or we'll feed you to the crows!’

To reinforce this threat, he stabs at your leg with his spear and its sharp tip nicks your thigh.

If you wish to retaliate and attack the sergeant,
turn to 201
.

If you have the Magnakai Discipline of Invisibility,
turn to 322
.

249

There is a gaping hole in the criss-crossed bars, large enough for you to pass through with ease. The fetid water that is combed by this grille contains all manner of filth, a veritable feast for rats and vermin. However, as you wade deeper into the tunnel, you gradually realize that the sewer is completely free of rats and, in fact, seems to be totally devoid of all life. Circular chutes appear at regular intervals in the tiled ceiling, but they are far too small and slippery to climb. Fifteen minutes after entering the sewer, you arrive at a major junction where two new channels flow into the main course.

If you wish to continue ahead,
turn to 269
.

If you wish to follow the left channel,
turn to 318
.

If you wish to follow the right channel,
turn to 339
.

If you have a Map of Tekaro,
turn to 235
.

250

You recognize the orange berries of the alether plant. They are much sought after by warriors and soldiers, for they increase both strength and skill during combat.

If you wish to purchase some Alether Berries,
turn to 123
.

If you do not, or if you cannot afford to buy any, and decide to remount your horse and leave the village,
turn to 100
.

251

The room is a disappointment. For five Gold Crowns you were expecting some degree of luxury, but the small and shabby accommodation you find leaves much to be desired. Steam rising from an open-topped barrel in a corner of the room clouds the air. At first you think it must be some form of heating, until you discover it is full of soapy water and realize that this is, in fact, your hot bath. The meagre luxuries of Varetta do not come cheaply.

You bathe before settling down to a good night's rest, but 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 room. You watch as the star slowly fades and then settle down to sleep once more. 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 gather your equipment and collect your horse from the stable. The night's rest restores 3
ENDURANCE
points. Make the necessary adjustment to your
Action Chart
before setting off on your search for Brass Street.

Turn to 300
.

252

A loud cheer shatters the silence as your arrow strikes home — you have won. The villagers are thrilled to have witnessed such an exciting tournament and crowd around you to offer their praise and congratulations. The little man in the braided jerkin presents you with your prize — a magnificent Bow made from the wood of a silver oak tree. This weapon will add 3 points to your total whenever you are using a Bow and are instructed to pick a number from the
Random Number Table
. Enter the Silver Bow of Duadon on your
Action Chart
as a Special Item and make a note of its particular property.
7

After making a short speech to thank the villagers for their generosity, you shoulder your prize and head back to Cyrilus with the good news.

Turn to 33
.

[7] The 3-point bonus to your Random Number picks when using this Bow can be added to the 3-point bonus you may already have with Weaponmastery with Bow for a total of 6 points. As with the bonus for Weaponmastery with Bow, you may only add this bonus when determining the success of a Bow shot.

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