Trail of the Wolf (25 page)

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Authors: Joe Dever

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

BOOK: Trail of the Wolf
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301

Hastily you recite the words of the Old Kingdom Spell
Shield
as you circle your right palm before your face. The spell is only just materializing when the speeding bolt strikes and penetrates this magical barrier, ripping through it with a splash of sizzling sparks. The bolt is deflected away from your face, but it strikes you in the chest and you are knocked back by the force of its impact: lose 4
ENDURANCE
points.

If you have survived this wounding,
turn to 287
.

302

You begin your search by lifting the lid of the wooden chest that rests beside the door. Your Sixth Sense tells you that it is unlocked and unguarded by traps, and inside you discover why: it is filled with dirty, threadbare clothing. A cursory search of these grimy garments reveals a Copper Key (if you wish to keep this key, record it on your
Action Chart
as a Backpack Item).

Next, you examine the altar and the dark alcove that lies behind its shattered stone surface. Engraved into the curved wall of the alcove you discover several runes of unknown origin. You are tracing your finger around one of these ancient marks when suddenly you detect a secret panel.

If you possess Telegnosis,
turn to 169
.

If you do not,
turn to 96
.

303

You look across the steel platform and your eye falls upon a bronze statue of Darklord Chlanzor, partially hidden by one of the observatory's roof supports. A bold idea leaps into your mind and you race over to the statue and get behind it. The rotund likeness of Chlanzor is top-heavy, and when you barge into it with your shoulder, it topples over and rolls towards the stairs. Hurriedly you give it another hefty shove and it barrels down the steps towards the startled assault trooper.

Pick a number from the
Random Number Table
.

If the number you have picked is 4 or lower,
turn to 104
.

If it is 5 or higher,
turn to 231
.

304

A bitter wind arises from the north as the gloom of dusk surrenders to darkness. It whips the sulphurous dust into whirling eddies that skitter across the valley floor and dance away into the distance. Determinedly you trek towards the hill trail with your head lowered and your cloak drawn close about you. Blasts of grit sting your face and hands and, as you struggle up the steep track towards the crest of the hill, you are forced to lean into the wind to keep from being blown over. As you slowly draw closer to the hill crest, you catch sight of a rocky knoll that promises some protection from this vicious dust storm.

If you possess Elementalism and have attained the rank of Kai Grand Guardian,
turn to 170
.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery,
turn to 258
.

305

This sturdy oaken door is studded with iron nails and inset with a large iron lockplate. You twist the enamelled doorknob and discover that it is locked.

If you possess an Iron Key and wish to use it,
turn to 93
.

If you do not possess this Backpack Item, or if you choose not to use it,
turn to 203
.

306

Patiently you wait until the avenue is clear; then you leave the tower archway and hurry across to the iron door. This heavy portal has no lock or latch, and when you push against it with the sole of your boot, it creaks open on its dry hinges.

Inside you discover a large circular hall, dimly illuminated by a phosphorescent mould that encrusts the walls and high ceiling. The centre of the hall is dominated by a large pyramid of hard-packed cinder ash. Pairs of black iron rings are cemented into each face of the pyramid, and the skeletal remains of three humans hang from manacles attached to these rings. On the far side of the hall is a wide flight of iron steps that ascend to a dark portal. Standing on either side of this shadowy exit are columns of red-veined obsidian, engraved with glowing silver runes.

Illustration XVIII
—You see skeletal remains hanging from manacles in the dimly-lit room.

If you wish to approach the pyramid and examine the skeletons,
turn to 51
.

If you wish to investigate the dark portal,
turn to 135
.

307

The observatory platform is littered with chunks of rock and shattered glass. You peer over the parapet and, through the plume of grey smoke that is coiling up the shaft, you see that the lower landing no longer exists. Along with adjoining sections of the staircase, it has been transformed into a vast mound of rubble that lies heaped at the bottom of the shaft. The few enemy troops who have survived the explosion can no longer reach the observatory, but as you watch them attempting to recover the bodies of their fallen comrades, it crosses your mind that the explosion has also destroyed your only known exit from the roof.

You retreat from the parapet and resume your attempt to revive Lone Wolf. At first the signs are not good; his breathing is shallow and his skin has a sickly pallor. But then you notice that his eyes are moving beneath their closed lids and you sense that he is emerging from coma.

If you possess Deliverance,
turn to 123
.

If you do not possess this Discipline,
turn to 10
.

308

You wait until the way is clear before you leave the doorway and hurry across the street towards the stairs.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–4,
turn to 91
.

If it is 5–9,
turn to 256
.

309

You draw upon your mastery of Kai-screen to build a defensive wall around the core of your mind, but despite your action, you are deeply shocked by the power and sheer ferocity of Zorkaan's psychic assault. You reel under the bombardment of his incorporeal powers as they batter your hasty mental defences (lose 3
ENDURANCE
points), but you steadfastly refuse to submit to his will and you are able to survive this terrifying assault. As the attack withers and fades, you sense Zorkaan explode with anger and frustration at having been thwarted by your formidable resolve.

To continue,
turn to 243
.

310

You scramble to your feet and run headlong into the forest, but the giant swarm follows and it attacks repeatedly as you dodge and weave through the tangle of warped trees. Twice you are bitten, on the back and shoulder (lose 2
ENDURANCE
points), before you decide to stop running and retaliate.

You unsheathe your Kai Weapon and turn to face the buzzing swarm but, to your surprise, they disperse and fly away before you are able to land your first blow. At first you think that it is your brave stand that has frightened them off, but it is not until you look to the north that you discover the real reason why the swarm has suddenly fled.

Turn to 115
.

311

Drawing upon your knowledge of Old Kingdom magic, you clench the fingers of your right hand and speak the words of the spell
Invisible Fist
. Then you jab your clenched fist at the swooping Kraan and the force of this ancient spell slams into the creature's open mouth. The beast is stunned and bloodied by the invisible blow. Cawing with pain and anger, it aborts its dive and circles warily around the chamber. Then, with a vengeful shriek, it hurls itself at you in a wild and desperate attack.

Kraan (with wounded jaw):
COMBAT SKILL
 32   
ENDURANCE
 38

If you win this combat,
turn to 157
.

312

You force the blade of your Kai Weapon into the crumbling mortar and lever the panel open. As it falls away from the alcove wall, there is a sudden searing flash of white light and a deafening explosion that sends you tumbling to the ground: lose 3
ENDURANCE
points.

As you scramble to rise, you hear the iron door squeak open followed by the scrape of booted feet on the flagstoned floor. You sense that three armed men have entered the chamber and they are moving closer in an attempt to surround you. You cannot see them for you have been blinded by the blast, and so you must now rely on your other senses as you prepare to fight them to the death.

Hammerland Bandits:
COMBAT SKILL
 32   
ENDURANCE
 36

Due to your blindness, you must reduce your
COMBAT SKILL
by 15 for the duration of this fight.

If you win the combat,
turn to 253
.

313

Lone Wolf opens his eyes, and a faint smile creases his gaunt features when he sees your face looming before him.

‘So I'm still alive,’ he says, with a tone of gentle surprise. ‘Naar will be disappointed.’

He raises his arm and you take hold of it and help him rise unsteadily to his feet. He surveys the devastated observatory and you sense that his agile mind is scrutinizing every detail. He reaches for his scabbard and breathes a heavy sigh of relief when his hand closes around the hilt of the Sommerswerd.

‘I trust my blade found its mark?’ he asks.

‘Aye, my lord,’ you reply. ‘Your timely action consigned Zorkaan to oblivion, and saved my life. For that I will be forever in your debt.’

‘And I in yours, Grand Master,’ he replies, earnestly. ‘I sense that I would not be drawing breath now if it were not for your bravery.’

Hurriedly you inform your leader that Guildmaster Banedon and his flying ship are presently hidden in the Shezar Hills, awaiting his telepathic signal. Silently he acknowledges your words with a nod of his blond head, and then he closes his eyes. You sense rapid bursts of powerful psychic energy surging away from Lone Wolf and, moments later, he reopens his eyes and smiles.

‘It is done,’ he says, confidently. ‘Banedon will be here shortly. Come, we must prepare for his arrival.’

To continue,
turn to 110
.

314

Desperately you draw upon your Magnakai Discipline of Psi-screen to protect the fabric of your inner mind from this powerful psychic assault. Your defences knit together and form a wall that repels this attack, but not before you have suffered a painful psychic trauma: lose 4
ENDURANCE
points.

To continue,
turn to 70
.

315

Beyond the door you can see the flagstoned approaches that lie within the main gate. Hammerland bandits draw pails of dirty grey water from a well by the south wall, and a patrol of sour-faced Drakkarim marches past them with their spears couched untidily on their shoulders.

You scan the streets of this city-fortress and note that there are no individual dwellings here. The buildings of Gazad Helkona are grouped into four vast hexagonal blockhouse complexes, each topped by a cluster of minarets and spires. They are connected to one another by bridges that span the wide avenues between. At the centre of the stronghold is a massive octagonal citadel. A broad ramp leads to its portcullised gate which is guarded by fifty armoured sentries. As you observe the citadel, you sense a powerful concentration of evil lurking somewhere within its jet-black walls. Its highest level is dominated by a domed observatory which emits a pulsating crimson light. Your Sixth Sense tells you that Lone Wolf is being held captive somewhere within this edifice, and it hardens your resolve to rescue him.

You quickly determine that the citadel gate is too heavily defended for you to dare risk entering by such a direct route. Instead, you resolve to get into this stronghold by one of the bridges that connect it to the surrounding blockhouse complexes. The nearest blockhouse is 100 yards from the doorway, and you can see two possible ways to enter. There are a pair of iron doors at ground level, and a staircase which leads up to a balconied landing.

If you wish to investigate the double doors,
turn to 162
.

If you decide instead to try the staircase,
turn to 308
.

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