The Kingdoms of Terror (5 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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15

The town watch gasp in unison, shocked by the seemingly effortless ease with which you have defeated their sergeant. They hesitate and step back, anxious to avoid your gaze and your displeasure. Touching your horse's flanks with your spurs, you move rapidly forward towards the wagons where a handful of fresh-faced guards scatter like frightened chickens. No one dares to challenge you as you manoeuvre your horse around them and canter along the winding alley ahead.

Turn to 332
.

16

In the dim glow of a street lantern, you unfold the Map of Varetta and study the complicated network of roads and alleys. Mark this as a Special Item on your
Action Chart
. Brass Street is located on the far side of the city, close to the west wall. Suddenly, a bell tolls, its dull
clang
echoing among the rooftops and towers. It is the curfew: everyone must be off the streets within one hour. You will never reach the far side of the city in an hour, so you resolve to find a tavern for the night and resume your quest at dawn.

Turn to 135
.

17

You walk to the bar and arrange a room for the night. There are many rooms, each of a different standard and price. A blackboard suspended from the ceiling shows the tariffs:

  • DORMITORY — 2 Gold Crowns a night
  • SINGLE ROOM (second class) — 3 Gold Crowns a night
  • SINGLE ROOM (with hot bath) — 5 Gold Crowns a night

You may choose to stay in any of the above rooms, but remember to erase the relevant number of Gold Crowns from your
Action Chart
before turning to your chosen number.
2

If you decide to stay in the dormitory,
turn to 144
.

If you decide to stay in the second-class single room,
turn to 202
.

If you decide to stay in the single room with a bath,
turn to 251
.

[2] If you cannot afford to pay for a room, the tavern-keeper will accept one Backpack Item or Weapon in lieu of payment for a night in the dormitory.

18

On a table in the centre of the tent lies a stack of bows that have been provided by the villagers. Most of them are in very poor condition but you manage to find three that are not warped, split, or unstrung. One is a Vassagonian bow called a Jakan; another is a bone bow from Kalte; and the third is a Durenese hunting bow.

If you have the Magnakai Discipline of Huntmastery,
turn to 205
.

If you decide to take the Jakan,
turn to 298
.

If you decide to take the bone bow,
turn to 214
.

If you decide to take the Durenese hunting bow,
turn to 60
.

19

Luyen, the city of flowers and wine, greets you, its towers, timbered houses, and fortified perimeter walls silhouetted against the sky. It lies in the shadow of the Ceners, at a dangerous bend where the fast-flowing Storn undercuts the sheer slopes of Mount Prindar.

The captain docks at the Luyen quay for provisions, and as his men busy themselves with a myriad of duties and tasks, you accompany him on a visit to the Luyen apothecary.

The entrance to this famed establishment is marked by a huge stone jar, creaking on its chains. The shop is vast, and full of things that stir your curiosity. Towers of containered liquids, mountains of coarse-grained powders, and forests of roots and herbs crowd the bleached wooden shelves. The captain seeks medicines of strength and healing in readiness for the battle ahead, and the herbmaster's eyes widen with delight when he reads the captain's list — they are his most expensive preparations.

If you wish to examine some of the potions that line the shelves,
turn to 2
.

If you wish to take a look at some of the other shops in this street while the herbmaster prepares the captain's order,
turn to 152
.

20

Your ambush catches the enemy by surprise, making them panic and fly in all directions. At such close range your Arrow pierces the chainmailed chest of the rider holding Cyrilus' horse and kills him instantly. (Remember to deduct an Arrow from your
Action Chart
.) As he tumbles to the ground, you break cover, exploding through the bushes and scooping the reins from the dead man's horse. Angry shouts echo in your wake as you take off along the highway with the wizard and his horse by your side.

Turn to 188
.

21

At the end of a cool grey marble corridor, you find yourself at the library door. The brown-robed men you saw earlier when you entered the courtyard have all vanished; the hall is now deserted and as quiet as the grave.

The library, too, is empty, save for the thousands of books that line the stone shelves. On the far side of the room there is another door — the only other exit from the library.

If you wish to examine some of the books,
turn to 302
.

If you wish to enter the other door,
turn to 127
.

22

The gleaming pike heads are barely inches from your chest when you unsheathe your weapon and smash them aside. Your blow shatters their shafts and the guards reel back, wide-eyed and slack-jawed with shock. Seizing your advantage, you spur your horse once more and gallop towards the welcoming shadows of the street ahead. As the outraged cries of the gatehouse guard fade away, you find yourself at a fork in the road. Shadows are lengthening as night draws its cloak around the border town, and you are anxious to find safe lodging for yourself and your horse.

If you have the Magnakai Discipline of Divination,
turn to 41
.

If you wish to take the left fork,
turn to 151
.

If you wish to take the right fork,
turn to 289
.

23

Your Arrow whistles past his shoulder and buries itself in another man's leg as he tries to jump from the ship's rail. If you have another weapon you must unsheathe it, for the pirate is still advancing.

Turn to 92
.

24

The chapel has lain derelict for many years, exposed to the elements. Very little has survived. In one corner you discover a gaping hole that opens onto another room below. Its floor is covered with large, shiny black puddles, and the overpowering stench of mould and decay is carried upwards by a howling draught. A rat sits on the remains of a corpse, staring up at you in surprise, the dull green light of the chapel reflecting in its peppercorn eyes. As you become accustomed to the gloom, you realize that this room is, in fact, full of corpses: the unfortunate victims of the Yawshath. Then your gaze is drawn to a gleaming bronze warhammer that lies across the chest of a corpse. Everything below is covered in mould except for this weapon which still shines as if it were brand new.

If you have the Magnakai Discipline of Nexus,
turn to 276
.

If you have a rope, you can attempt to retrieve the warhammer by
turning to 101
.

If you would rather ignore the weapon and return to Cyrilus,
turn to 338
.

25

Beyond the doorway, a flight of narrow stone steps leads to a small room. Books line two of the walls from floor to ceiling, and another wall is filled with racks of scrolls, hand-bells, and parchments bound round with ribbons of green silk. Then, in the remaining wall, a door opens and a tiny creature with unblinking crimson eyes bids you welcome. Instantly you recognize the stunted features of a Kloon.

‘Good evening, sir,’ it says in a strong voice that belies its small, squat body. ‘Welcome to our guild-house. How may we be of service?’

If you wish to ask the Kloon for directions to Brass Street,
turn to 165
.

If you wish to ask it about the Lorestone of Varetta,
turn to 262
.

If you do not wish to question the creature, you may leave the guild-house and
turn to 105
.

26

Your score qualifies you for a place in the final, for only one other archer has scored more than eight points. His name is Altan, a tall man with rugged features, a ranger from the mountains to the north. He wields a longbow of orange toa wood, and his skill with this weapon is formidable; it will be a difficult contest.

Illustration II
—Altan wields a longbow of orange toa wood.

Altan:
COMBAT SKILL
 28   
ENDURANCE
(
TARGET
points) 50

The tournament final is played out using the normal rules for combat.
3
The only difference is that you begin with 50
ENDURANCE
or
TARGET
points. Any
ENDURANCE
points that you may lose are deducted from these
TARGET
points (your normal
ENDURANCE
score remaining unchanged throughout the contest). The first one to lose all 50 of his
TARGET
points loses the tournament. (You need not erase any Arrows from your
Action Chart
during this tournament.)
4

If you are the first to lose all 50
TARGET
points,
turn to 183
.

If Altan is the first to lose all 50
TARGET
points,
turn to 252
.

[3] For this combat, you may not gain bonuses from a Shield or any weapon other than a Bow. In this case, Weaponmastery with Bow grants you the 3
COMBAT SKILL
bonus points that Weaponmastery with mêlée weapons normally grants, rather than adding 3 to each Random Number pick (which would not work for the Combat Results Table). Other restrictions may apply, depending on your interpretation of the rules.

[4] If you are using the Jakan and pick a 0 from the
Random Number Table
at any time,
turn immediately to 335
.

27

Spurring your horse up the steep path to the manor house, you pass beneath its turreted gate and halt at a small outhouse whose walls are embellished with intricate ironwork. The top half of a stable door swings open, and a spiky-haired youth leers at you.

‘Be wantin' a Cess for Amory?’ he says offhandedly. ‘Three Gold Crowns.’

He holds a square of blue card in one hand and presents an open palm with the other.

If you wish to ask him what a ‘Cess’ is,
turn to 273
.

If you wish to pay him 3 Gold Crowns,
turn to 304
.

If you decide to ignore him and continue along the highway,
turn to 146
.

28

As the warrior crashes to the ground, you see your travelling companion embroiled in a struggle with five armoured horsemen. They have him surrounded, and his attempts to free himself are short-lived and futile. A blow from a mace ends all resistance, and he falls limply across the neck of his horse. A moment later, the riders gallop away across the bridge with their unconscious captive in tow.

If you wish to pursue them,
turn to 39
.

If you wish to search the body of your dead enemy,
turn to 139
.

29

Blinding pain rips through your chest and thigh as arrows pierce your skin. You scream with shock, but the pain quickly gives way to a terrifying numbness. As your horse carries you on towards the Tekaro gate, your last sight is of the tilting cauldrons full of boiling oil and molten lead.

Your life and your quest end here.

30

The three men exchange wary glances before offering you a seat. A pock-marked warrior snaps his fingers and shouts across the crowded hall: ‘Wench! Four flagons of ale!’

Beer is drawn into four large earthenware vessels, each of which holds half a gallon of ale. Staggering beneath their weight, the serving girl finally arrives and places the flagons on the table.

‘Eight Gold Crowns, sir,’ she says, breathlessly, the perspiration standing out on her freckled brow.

If you wish to pay for the ale,
turn to 230
.

If you cannot or do not want to pay for the ale,
turn to 159
.

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