Trail of the Wolf (26 page)

Read Trail of the Wolf Online

Authors: Joe Dever

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

BOOK: Trail of the Wolf
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316

You sprint across the narrow bridge and leap over the central gap, but your jump is poorly timed and you collide with the edge of the lowered drawbridge. You are winded and bruised by the impact (lose 2
ENDURANCE
points), but you cling desperately by your fingertips to the swinging drawbridge and manage to prevent yourself from tumbling backwards to the avenue below.

Gasping for breath, you pull yourself slowly onto the bridge and then scramble to the safety of the citadel platform. Here you pause for a few moments to regain your composure; then you check that the coast is clear before entering the citadel of Gazad Helkona.

Turn to 200
.

317

The Drakkar's reactions are handicapped by his heavy armour, and he is beaten by the speed and accuracy of your shot. Your Arrow strikes him in the throat before he can raise his shield, and it brings him crashing to his knees. Groaning in agony, his gauntleted fingers scrabbling uselessly at your feathered shaft, he topples backwards and tumbles down the stairs, felling his comrades like skittles as he careers through their ranks. The few who are not bowled over by their leader immediately open fire at you with their crossbows, forcing you to dive for cover behind the parapet. As you crouch beside Lone Wolf, a sudden shriek echoes across the observatory platform, making you glance over your shoulder in fearful anticipation.

Turn to 264
.

318

You issue a mental command to the wolfhound to run past your hiding place, but simultaneously the two bandits shout at the dog to return to them at once. Confused by these conflicting orders, the wolfhound begins to shake its large head and howl pitifully.

Pick a number from the
Random Number Table
. For every level of Kai rank you have attained above the rank of Kai Grand Sentinel, add 1 to the number you have picked.

If your total score is now 4 or less,
turn to 141
.

If it is 5–7,
turn to 247
.

If it is 8 or more,
turn to 152
.

319

Successfully you use your mental powers to resist the giant spider's attempt to hypnotize you. The creature senses that you are immune to its gaze and it becomes agitated and angry. It raises its great hairy forelegs and, from a vent beneath its fearsome maw, it squirts forth a jet of clear fluid. Instinctively, you dive aside to avoid being struck by the sticky liquid and it splashes harmlessly into the trees. As you scramble for the cover of a fallen bough, the angry spider swivels itself in your direction and moves closer.

If you possess a Bow and wish to use it,
turn to 207
.

If you possess Kai-alchemy and wish to use it,
turn to 324
.

If you possess Magi-magic and wish to use it,
turn to 190
.

If you possess neither a Bow nor any of these Disciplines, or if you choose not to use them,
turn to 279
.

320

Gasping for breath, you reach the top of the stairs and stagger onto a circular steel platform. Through the giant windows that encircle this observatory landing, you look out across the grim grey vista of Gazad Helkona and marvel at its terrible splendour. The surrounding acres of iron and stone are bathed by glowing waves of crimson light. These pulses emanate from a huge crystal set atop the observatory dome. It is a sorcerous gem and it was placed here by Darklord Chlanzor's Nadziranim, his dark wizards, as a beacon to guide home his fearsome squadrons of Kraan. As you stare up at this evil stone, you draw some comfort from the thought that soon its radiant light may help guide Guildmaster Banedon's flying ship to your rescue.

You place Lone Wolf behind the parapet near the top of the stairs; then you risk another look down into the shaft. You see that the Drakkarim have taken up a position on the landing below where they are waiting for you to present yourself as a target. The moment your head appears over the parapet, they reward your curiosity with a volley of crossbow bolts.

Pick a number from the
Random Number Table
. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1. If your current
ENDURANCE
score is 15 or lower, deduct 2.

If your total score is now 3 or lower,
turn to 137
.

If it is 4–6,
turn to 254
.

If it is 7 or higher,
turn to 46
.

321

The pain of your chest wound fires you into action and you retaliate with deadly effect. You tug your Kai Weapon from its scabbard and deal the clumsy Krorn a swift and fatal wound to the heart. Yet the exertion of striking this blow robs you of your remaining strength and you fall to the floor, gasping for breath.

If you possess Deliverance,
turn to 138
.

If you do not,
turn to 275
.

322

Despite your best efforts, you are unable to pick this lock. Reluctantly, you step away from this door and cast your eye over the other two portals.

If you wish to examine the centre door,
turn to 218
.

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

323

You are about to hurl the rod away when a sudden explosion of light obliterates your senses. The Urgaroh's crystal staff has erupted in a devastating fireball that tears you apart, killing you instantly.

Tragically, your life and your mission end here, upon the platform of the observatory tower of Gazad Helkona.

324

You whisper the words of the Brotherhood Spell
Lightning Hand
and level your right arm at the fearsome spider. A crackling bolt of energy leaps from your fingers and connects with the creature's skull, making it shriek with agony. Your magical attack has wounded the beast, but not deterred it. Angered and in pain, this fearsome abomination comes scuttling towards your hiding place with a frightening turn of speed. Swiftly you unsheathe your Kai Weapon and steel yourself to repel its vengeful attack.

Skryza (wounded):
COMBAT SKILL
 45   
ENDURANCE
 40

If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate bonus gained from its unique properties.

You may evade this fight after four rounds by
turning to 21
.

If you win the combat,
turn to 340
.

325

As you are struggling painfully to your feet, you suddenly become aware of the arrival of a new and powerful evil in this hall. Instinctively you look to the crystal sphere, and your heart sinks when you see that its swirling black vapours are now oozing through the glassy surface. These sinister wisps of darkness draw together and swirl around the throne of bones like a small tornado. Then from the core of this whirlwind there issues a loud and hideous shriek that makes your blood run cold.

Illustration XIX
—Swirling black vapours ooze through the surface of the crystal sphere.

If you have ever visited the city of Duadon in a previous
Lone Wolf New Order
adventure,
turn to 255
.

If you have not,
turn to 136
.

326

By the use of your mastery of Elementalism, you cause a misty vapour to rise slowly from a stone trough positioned inside the main door. The Drakkarim soon notice this vapour and leave their game to investigate its source. Hidden by the pillars, you are able to skirt around the hall unseen and leave through the archway. As you ascend the steps to a landing on a level above, you hear the Drakkarim returning to their game of dice in the hall below.

Turn to 6
.

327

Silently you tiptoe out from behind the statue without being seen, but suddenly the wolfhound lets out a pitiful howl and the bandits glance in your direction. Wide-eyed with surprise, they turn to face you, their hands moving slowly to the swords that are sheathed in their belts.

If you wish to attempt to bluff your way past these bandits,
turn to 281
.

If you decide to attack them,
turn to 2
.

328

Instinctively you duck your head out of the path of the speeding bolt, but as you pull away, it grazes your shoulder and badly burns your skin: lose 2
ENDURANCE
points.

To continue,
turn to 287
.

329

Bruised but unbowed, you pull yourself to your feet and attempt to scale this wall a second time.

Pick a number from the
Random Number Table
. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess a Rope, add 1.

If your total score is now 4 or lower,
turn to 249
.

If it is 5 or higher,
turn to 94
.

330

When your strength fully returns, you make a search of the watchtower chamber and you discover the following items:

  • Iron Key
  • Sword
  • Halberd (Spear)
  • Enough food for 1 Meal
  • 2 Gold Crowns
  • 2 Arrows

Having completed your search, you leave the chamber by an iron door and lock it behind you. A flight of spiral steps leads down to the ground level where you discover a second door. This one is also unlocked. Carefully you pull it open a few inches and peer through the gap.

Turn to 315
.

331

You utilize your mastery of Elementalism to gather dust from the floor and compact it into a dense ball. Then you pick up this ball and hurl it at the gap between the obsidian pillars. There is a loud
Crack!
and a brilliant flash of blue-white light illuminates the hall when the ball of dust hits and discharges the magical force field.

This burst of violent energy is followed by an abrupt and total silence. After a few moments, you detect a faint humming sound and your Kai Sixth Sense warns you that the force field is recharging.

Turn to 89
.

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