Trail of the Wolf (13 page)

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Authors: Joe Dever

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

BOOK: Trail of the Wolf
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106

You make your way to a ring of boulders near the exit from the gully where patiently you wait for the storm to abate. When finally the wind drops and the air sheds its dust, you are able to see the vast forest of Helkona stretching away to the northern horizon. It is a forbidding sight, a lifeless expanse of petrified trees that have been destroyed by poisons leeched from the blighted soil of the Darklands. You climb atop a boulder, and when you magnify your vision, you are able to make out a crimson speck of light in the far distance. It emanates from the towers of Gazad Helkona, which you estimate to be no more than thirty miles away. This pinpoint glow of blood-red light tells you that the fortress is occupied.

It is dark and cloudy, yet even in the dead of night the skies above this region are dully illuminated by the reflection of volcanic fires that rage amidst the surrounding mountains. When you glance to the east you can see the lava streams of the Kagazitzaga Range; to the west, you see the fiery spouts of the Kokozritzaga. As you approach the twisted tree-line of Helkona, you can feel the constant tremor of their eruptions vibrating beneath your feet.

To continue,
turn to 232
.

107

Your Kai Mastery informs you that Lone Wolf is somewhere nearby. Encouraged by this feeling of certainty, you close your eyes and take hold of the Platinum Amulet that Lord Rimoah gave you before you left the monastery. Its powers help to focus your concentration as you try to determine which of the three doors will lead you to your imprisoned leader. You feel the faint warmth of Lone Wolf's aura, but it is too weak for you to be sure of the direction you should follow. All that you can determine is that your leader cannot be found behind the left door.

If you wish to investigate the centre door,
turn to 305
.

If you choose to examine the right door,
turn to 166
.

108

You call upon your Magnakai Discipline of Nexus to help you pick this difficult lock.

Pick a number from the
Random Number Table
. If you possess Grand Nexus, add 3 to the number you have picked. If you possess a Spike or a Dagger, add 1.

If your total score is now 5 or less,
turn to 82
.

If it is 6 or more,
turn to 8
.

109

A search of their packs and pockets reveals the following items which may be of some use during your mission:

  • 3 Arrows
  • 2 Swords
  • 1 Axe
  • 1 Dagger
  • Rope
  • Tinderbox
  • Copper Key
  • Torch

If you wish to keep any of the above items, remember to adjust your
Action Chart
accordingly.

Having hidden the bodies beneath the rubble, you turn your attention once again to the secret panel in the alcove. Your attempt to prise it open triggered the release of the explosive spell that blinded you, but now you detect that the magic has dissipated and the alcove is safe.

You examine the rune-carved wall and discover a hollow which contains a shiny black amulet engraved with the spider-and-blazing-sun emblem of Darklord Chlanzor. It feels unusually cold to the touch, as if this item has been kept packed in ice. (If you wish to keep this Black Amulet, record it on your
Action Chart
as a Special Item which you carry in the pocket of your tunic.)

There are no other items secreted in the hollow and so you leave the alcove and approach the open iron door.

Turn to 290
.

110

Lone Wolf bids you follow as he steps through a shattered pane of the dome and climbs out onto the platform that encircles the observatory tower. The wild, sulphurous winds rip at your cloak and tunic, forcing you to crouch down and grasp the iron platform with both hands for fear of being blown over the edge. Yet these powerful winds do not seem to affect your leader. He stands erect and immobile, as if cast in solid stone. With an unblinking gaze he stares fixedly towards the southern horizon, his eagle eyes searching out Banedon's skycraft.

Little more than twenty minutes have elapsed when Lone Wolf turns and looks down at your crouching form.
Banedon approaches,
he says, his silent words forming in your mind. You magnify your vision and scan the southern vista, but you are unable to discern a skyship among the roiling black clouds. Then you spot a sliver of light in the stormy sky, and your spirits rise. The
Cloud-dancer
is fast approaching.

Guided by the pulsating glow of the observatory's crimson beacon, and Lone Wolf's telepathic messages, Banedon is able to bring the
Cloud-dancer
to within 50 feet of the dome. But the fierce winds prevent him from making a landing, and so he has his crew lower the boarding cage. The moment it sets down upon the platform, you follow Lone Wolf inside and slam shut the gate. There is a jolt as the hawser tenses, and then you feel the cage swaying the moment it is hoisted off the platform. Despite the violent swaying of the cage, you feel elated when you look through the bars of the cage door and see the shattered dome of the observatory receding beneath you. Then the exhilaration of your escape from Gazad Helkona is shattered when you hear a hideous shriek rise above the roar of the wind.

Turn to 150
.

111

Aided by your Magnakai Invisibility skills and the cover afforded by the encircling pillars, you attempt to make your way around this hall and exit through the archway without being seen.

Pick a number from the
Random Number Table
. If you possess Grand Huntmastery, add 1 to the number you have picked.

If your total score is now 5 or less,
turn to 211
.

If it is 6 or more,
turn to 244
.

112

Reflexively you duck your head out of the path of the speeding arrow, but as you pull away, it clips your neck and draws a crimson line across the skin: lose 1
ENDURANCE
point.

To continue,
turn to 56
.

113

You use your Kai powers of Assimilance to contort your features so that your face takes on the hard and brutal countenance of a Drakkarim warrior. Then you pull up the hood of your cloak and cover the Kai insignia that adorns its clasp. Boldly you stride towards the two bandits and they take a few uneasy steps backwards, fearing that you could be about to attack them.

‘Move that whining cur!’ you bark, cocking your thumb at their whimpering wolfhound. ‘Or I'll report you both to Xaol, you incompetent dolts!’

Your bold and convincing threat unnerves the two bandits, and they plead with you not to say anything to their master. Cringingly they apologize for their hound's behaviour and promptly they drag him away. ‘Bah! Stupid fools!’ you growl, as you watch them enter the tunnel that leads to the exterior platform. Then as soon as they disappear from view, you turn and hurry around the gallery to the staircase opposite.

A short flight of iron steps ascends to a long, low-ceilinged hall. Its plastered walls are decorated with frescoes that depict enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three identical doors recessed into the wall.

If you possess Telegnosis,
turn to 107
.

If you do not,
turn to 174
.

114

You sprint across the narrow bridge and leap over the wide gap with ease. As your feet touch down on the opposite side, you continue your run and quickly you reach the safety of the citadel platform. Here you pause for a few moments to catch your breath and check that the coast is clear before entering the central stronghold of Gazad Helkona.

Turn to 200
.

115

The trees in this section of the forest are blanketed with webs that are woven together to form a dense, impenetrable barrier. Creamy-white gossamer strands are wound tightly around the trunks, and loose threads dangle from their twisted branches to flutter in the breeze. Trapped amidst this web are scores of giant flies. They hang suspended like chrysalises, cocooned in acres of silken thread.

Cold sweat trickles down your face as you contemplate what could have constructed such a large and intricate web. Then your heart skips a beat when suddenly you detect movement within it.

If you possess Grand Pathsmanship,
turn to 286
.

If you do not,
turn to 34
.

116

As the Xaghash tumble to the ground, felled by your deadly blows, you stagger away from their bodies and wipe the foul blood that has spattered your face and tunic. The light in the chamber is brighter now, and you are able to see the outline of a second doorway in the far wall. Silently it slides open as you approach, and beyond you can see a dark tunnel. Inside the entrance to this gloomy passage you discover a niche in the wall. It contains a small crystal decanter of green fluid, festooned with cobwebs. Cautiously you pull its stopper to sniff the contents, and you are pleasantly surprised to discover that it contains a tincture of Laumspur. It is old and stale, but it still possesses some of its healing powers. (This Decanter contains the equivalent of two doses of Laumspur. Each dose will restore 4
ENDURANCE
points when swallowed after combat. If you wish to keep the Decanter, it will occupy only one space in your Backpack.)

To continue,
turn to 11
.

117

You listen to the Drakkar's approaching footsteps as you prepare the Old Kingdom Spell
Invisible Fist
while remaining hidden from sight. If you can fell this assault trooper with your battle-spell, you hope that it may be enough to dissuade his comrades from pressing home their charge. You rise up from behind the parapet and utter the final word of the spell as you thrust your clenched fist at the advancing Drakkar. A ball of concussive energy streaks from your hand towards the assault trooper's chest. He sees a disturbance in the air, and instinctively he tries to block your magical attack with his shield.

Pick a number from the
Random Number Table
.

If the number you have picked is 4 or lower,
turn to 332
.

If it is 5 or higher,
turn to 63
.

118

You leave the hall and lock the door behind you. The coast is still clear, so you hurry towards the stairs which ascend to the first-floor balcony.

Pick a number from the
Random Number Table
. If you possess Assimilance, add 2 to the number you have picked.

If your total score is 0–6,
turn to 91
.

If it is 7 or higher,
turn to 256
.

119

You unsheathe your Kai Weapon and brace yourself to meet the Kraan's attack. Cawing with hungry rage, the loathsome creature swoops down and hurls itself upon you in a desperate, vengeful attack.

Illustration IX
—The loathsome Kraan swoops down in a desperate, vengeful attack.

Helkona Kraan:
COMBAT SKILL
 35   
ENDURANCE
 40

If you win this combat,
turn to 157
.

120

As you trudge along the rutted trail, you become aware that the night sky is beginning to brighten. Somewhere high above the perpetual blanket of cloud that engulfs this hateful territory, day is breaking. At length, the trail arrives at a junction where another broad track joins it from the west. There are no signposts to mark the way, but your Kai sense of direction steers you towards the east where a long slope ascends to a treeless ridge. When you come to the crest of this ridge and look beyond, you catch your first glimpse of the imposing walls of Gazad Helkona.

The broad-based fortress squats in a basin of rock at the centre of the petrified forest. Its coal-black walls are cracked and crumbling like some fossilized relic that is riddled with decay. Within its curtain wall, with its decrepit watchtowers and great iron gate, there are scores of minarets and needle-spires that seem to scratch malevolently at the passing clouds. You magnify your vision and you see that the emblem of Darklord Chlanzor is still emblazoned upon the rust-red surface of the fortress gate. It resembles a great black spider perched upon the surface of a blazing sun. Chlanzor may no longer be the commander of this stronghold, but the legacy of his rule remains.

You observe the fortress for several minutes and take in every detail of its foul design. The great gate is secure and well guarded, but you note two places where you may be able to effect an entry without being seen. The first is a breach to the west of the gate, where the wall has been undermined by a fissure of lava. The second is a great mound of rubble to the east of the gate, the remains of the upper storeys of a collapsed watchtower. By climbing the mound you could gain access to the fortress through an arrow slit.

If you wish to enter Gazad Helkona by way of the breached wall,
turn to 48
.

If you decide to attempt an entry by scaling the mound of rubble at the base of the ruined watchtower,
turn to 299
.

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