Read The Masters of Darkness Online

Authors: Joe Dever

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

The Masters of Darkness (21 page)

BOOK: The Masters of Darkness
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261

The Darklord laughs and the chamber vibrates to the sound of his ghastly glee.

‘So, the worm-master's minion wishes to serve a lord with true power, does he? Very well, you treacherous slime, but first you will have to prove yourself worthy of my lordship.’

He moves towards the Transfusor, in doing so turning his back on you.

If you wish to take this opportunity to launch a surprise attack at the Darklord,
turn to 176
.

If you do not wish to attack him,
turn to 168
.

262

Before you can thank the captain for his generosity, he lapses into a merciful unconsciousness that spares him the pain of his injuries. Having done what you can to make him comfortable, you return to the deck to survey the damage.

Over half the crew have been killed or injured in the attack and the ship herself is badly mauled. The mainmast is down, the sails hang in tatters, and there is a gaping hole that stretches along the port beam to within a few feet of the waterline.

‘We can patch up the canvas and work the ship on a skeleton crew,’ says Davan, peering over the splintered rail, ‘but if we catch a storm this far out to sea, we're all done for.’

Turn to 330
.

263

You pause just long enough to drag the dead guard's body into the shadows, and then slip quickly into the tower. A semicircular passageway opens on to a hall, where a wide steel staircase descends to a torchlit passage. Cautiously you proceed, poised to react to the slightest sound. You hear nothing: the stair and the passage beyond it appear deserted.

Turn to 130
.

264

You aim and fire at a point between the creature's yellow, cat-like eyes. The shaft strikes, but the beast has already begun to leap and it misses its vital target, sinking instead into a slab of muscle that sheathes its neck. It shrieks when it hits the ground, which shudders beneath the vast stone weight. Quickly you shoulder your Bow and move forward to finish the beast before it can recover, but as you make your attack, you discover that the creature is ready to receive it.

Illustration XV
—The huge, shaggy Egorgh gets ready to leap at your chest.

Egorgh:
COMBAT SKILL
 24   
ENDURANCE
 30

This creature is particularly susceptible to psychic attack; double all bonuses you would normally be entitled to if using Mindblast or Psi-surge during this combat.

If you win the combat,
turn to 153
.

265

The fight is over almost as soon as it begins. Without waiting for the pit-master to hammer the gong that signifies the start of combat, the orange-skinned fighter springs across the pit and buries its spiked club between the startled eyes of its opponent, killing him instantly. The crowd hoots with glee at the beast's display of low cunning, and, despite some loud protests by those who bet on the humanoid, the pit-master reluctantly declares the reptilian winner.

Double the amount of Kika you staked and make the necessary adjustments to your
Action Chart
.

Turn to 134
.

266

You have taken less than a dozen steps into the black and humid depths, when you glimpse movement below and hear the sound of angry Drakkarim voices: the dead sailor has been discovered. The slick hiss of steel drawn from leather warns you that the crew are about to ascend the stairs. They are enraged and determined to avenge the death of their companion.

If you possess a Fireseed and wish to use it,
turn to 302
.

If you decide to avoid a confrontation on the stairs,
turn to 169
.

If you choose to draw a weapon and prepare to defend yourself,
turn to 68
.

267

A blinding pain engulfs your mind. It distorts your vision and drags you screaming to your knees. In desperation, you claw at your scalp and plead for the agony to cease: lose 8
ENDURANCE
points.

As if in answer to your plea, the pain disappears. But your fear remains and grows deeper as you stare into the merciless eyes of Darklord Kraagenskûl.

Turn to 147
.

268

The bird streaks towards you at such a speed that instinctively you know that your first blow must count. There will be no time for a second before its dagger-sharp beak rakes your face.

Sea-scavenger:
COMBAT SKILL
 22   
ENDURANCE
 10

The creature is immune to Mindblast (but not Psi-surge). If the number of
ENDURANCE
points you lose in the first round of combat is greater than the number lost by your enemy, then the creature's attack has caused lasting injury to your eyesight, and any subsequent
ENDURANCE
points that you may lose during the combat are permanent (they reduce your basic
ENDURANCE
score and cannot be restored through the use of healing, potions, etc).
8

If you win the combat,
turn to 14
.

[8] It is possible that your permanent
ENDURANCE
score might fall to zero or below due to the Sea-scavenger's attack, but you may be wearing a piece of armour that gives you an
ENDURANCE
point bonus. This would leave you with a permanent
ENDURANCE
score of 0 with a current
ENDURANCE
score still above zero. If your basic
ENDURANCE
score is reduced to zero or below, you are dead and your adventure is over.

269

The sergeant snatches the Medal from your hand and scrutinizes it with greedy eyes. Slowly he nods his head, and then turns to face his troops.
‘Agna tok!’
he commands.
‘Dok lug shad!’

You breathe a silent sigh of relief as they begin to move aside. Then you slap your horse's rump and urge him through the gate. A shadowy street lies beyond, at the end of which is a sign that indicates the way to the two main areas of Argazad: the ironclad harbour and the supply depot.

If you wish to investigate the harbour,
turn to 295
.

If you wish to investigate the supply depot,
turn to 328
.

270

You load and take aim at the beast's massive head, as it swings low across the deck, smashing and crushing all before it. Its scaly hide looks as tough as steel plate and you search desperately for a part that may be vulnerable to an arrow. Your heart pounds and your face is drenched in cold sweat as the Xargath, its jaws agape, swings back its head and lunges straight at you.

If you have the Magnakai Discipline of Animal Control and Divination,
turn to 186
.

If you do not possess both these skills,
turn to 12
.

271

You decide to discard your cape and tunic in favour of a suit of leather Drakkarim battle-armour. Disguised as one of these evil warriors, especially with your face hidden behind a black battle-mask, it should be easier to enter Argazad.

Having hidden the bodies and drawn the wagon under cover, you set loose the wagon team and shoo them into the surrounding hills. One of the Drakkarim horses is still close by and you manage to coax it nearer, using some food found in the back of the wagon. While it eats, you tie the reins to a rock to keep it from wandering away, and sift through the crates once more for items that might be of use on the road ahead. You discover the following:

  • Sword
  • Axe
  • Broadsword
  • Bow
  • 6 Arrows
  • Quiver
  • Dagger
  • Mace
  • 400 Kika (equivalent to 40 Gold Crowns)

If you decide to keep any of these items remember to make the necessary adjustments to your
Action Chart
.

It is now too dark to continue, so you decide to rest and begin your ride to Argazad at first light. You are now hungry and must eat a Meal or lose 3
ENDURANCE
points.

To continue,
turn to 200
.

272

The deck is shrouded in smoke but the sound of heavy boots pounding steel plate warns you that a group of Drakkarim marines are approaching, drawn by their comrade's dying screams.

Acting on instinct, you grab the rear of the cannon and revolve it on its mounting until it points directly along the deck. A dozen angry marines emerge from the smoke and their faces freeze in terror when they find themselves staring into the muzzle of their own formidable weapon. ‘Death to the Darklords!’ you cry, and pull the firing lever.

Turn to 285
.

273

Your senses scream a warning that there is something alive attached to the ceiling of the cabin. It is about to drop on your head.

Pick a number from the
Random Number Table
. If you possess the Magnakai Disciplines of Huntmastery and Pathsmanship, add 2 to the number you have picked.

If your total is now 0–4,
turn to 59
.

If it is 5 or more,
turn to 23
.

274

You leap from the stern deck and land near the foot of the stairs. Water is pouring into the
Intrepid
at a terrific rate, causing her to list heavily to starboard.

‘Abandon ship!’ cries Davan, his strong voice carrying above the clangour of striking swords and dying men. As he rushes past you — followed closely by two Kirlundins — he urges you to save yourself before the ship goes down. To stay would be suicidal, and you quickly follow his lead.

Turn to 110
.

275

The golden blade spins through the air and slices deep into the Darklord's shoulder, drawing forth a splash of vile ichor before it clatters noisily to the floor. Kraagenskûl screams in agony, his arm virtually severed from his torso, yet still he manages to touch the silvery liquid. It emits a humming sound, which rises above his cries of pain, and a sparkling mist illuminates the bowl. Swiftly the mist clears to reveal the hideous face of Darklord Gnaag floating upon the surface.

‘Aki-amaz narg kog Argazad!’
shrieks Kraagenskûl, before you kick the bowl from its plinth, destroying the communicator. The Darklord lashes out with his sword, but you sidestep the wild blow with little difficulty, and then stoop to retrieve the Sommerswerd before he strikes a second time.

Darklord Kraagenskûl (wounded):
COMBAT SKILL
 36   
ENDURANCE
 38

This being is immune to Mindblast (but not Psi-surge).

If you win the combat,
turn to 318
.

276

Your Arrow passes clean through the tendril and shatters against the far wall, drawing a flash of sparks where it punctures it. The harsh, metallic stench of ozone colours the foul air, and the creature withdraws its injured limb. Suddenly, a huge shape explodes from the crevasse, rising at such speed that its features are a blur. It emits a deafening screech and dives towards your chest, lashing you with its injured tendril before you have a chance to draw a hand weapon in your defence. There is another flash and a juddering pain runs the length of your arm, leaving it numb and nerveless: lose 3
ENDURANCE
points. Gritting your teeth against the pain, you fumble for a weapon as the creature begins its second swooping attack.

Ictakko (wounded):
COMBAT SKILL
 24   
ENDURANCE
 31

Owing to the speed of its attack, and the wound you have sustained, you are unable to draw a hand weapon until the beginning of the third round of combat. Unless you possess the Magnakai Discipline of Nexus and have reached the Kai rank of Archmaster, you must lose an extra 1
ENDURANCE
point every time the Ictakko inflicts a wound during the combat, owing to the numbing effect of its electrical attack.

If you win the combat,
turn to 343
.

BOOK: The Masters of Darkness
13.17Mb size Format: txt, pdf, ePub
ads

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