Wolf's Bane (14 page)

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Authors: Joe Dever

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

BOOK: Wolf's Bane
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121

You detect that the fluid which the creatures are drinking is highly flammable. Armed with this knowledge, you realize that if you were able to set fire to the fluid in the trough, it would cause such a panic among the creatures that, in the ensuing chaos, you would very likely be able to reach the distant archway without being seen.

If you possess Kai-alchemy,
turn to 292
.

If you do not possess this Discipline, or if you choose not to use it,
turn to 314
.

122

The sudden and unexpected ferocity of this psychic assault makes you fall to your knees and clasp your head in both hands. The pain is worming its way deep into your mind, causing your body to convulse with psychic shock. Dimly, through a red haze, you sense that the Platinum Amulet you are wearing around your neck affords you some defence against this attack, although it cannot protect you completely.

Pick a number from the
Random Number Table
. For every level of Kai Mastery that you have attained above the rank of Kai Grand Guardian, add 1 to the number you have picked. (The maximum you are permitted to add is 5.)

If your total score is now 3 or less,
turn to 16
.

If it is 4–9,
turn to 96
.

If it is 10 or higher,
turn to 315
.

123

As you retreat a few paces from the shrieking horde to unsheathe a weapon, you glance towards the plinth to see how Alyss is faring. She has drawn upon her powers to create a cocoon of energy to protect both her vulnerable body and the legendary Moonstone. Kekataag assaults this glowing shield with maniacal ferocity, his great two-handed axe drawing fiery sparks with every mighty blow. You can sense from the hatred which blazes in his supernatural eyes that he and Alyss are old enemies.

Her bravery inspires you to fight like a demon to reach the Shadow Gate and escape to your home world. You are determined that her efforts to save you will not be in vain.

Crypt Spawn Horde:
COMBAT SKILL
 50   
ENDURANCE
 36

If you win this combat,
turn to 350
.

124

The great portal closes behind you with little noise, save the serpent-like hiss of escaping air. Inside, a cavernous plaza awaits you, crafted entirely of steel, glass, silver, and iron. Towering girders arc over your head, buttressed upon each other to support the many upper levels of this stupendous edifice.

The plaza is vast and alien in design, and it is virtually deserted. You count no more than six armoured warriors, some so far distant that you have to magnify your vision to be sure that they are what they seem to be. Your arrival goes unchallenged and you waste no time in attempting to locate your adversary's trail. As expected, you find traces of his tracks close to the portal. They lead you to an archway which opens into a steel-lined chamber that has two exits: one to the left, the other to the right. Here the tracks become indistinct and you are unable to determine which way Wolf's Bane went from here.

If you wish to explore the left exit,
turn to 243
.

If you choose to explore the right exit,
turn to 254
.

125

You instruct your Kai comrades to search the chamber's four walls for hidden levers or secret panels, while you busy yourself with a careful examination of Baron Garrulen's sarcophagus. You attempt to lift its heavy stone lid but without success; it is sealed tight by the grime of centuries. You are considering ways to prise it open when Black Hawk discovers something unusual about the north wall. He signals to you to come and take a closer look.

Your experienced eye immediately detects two faint hairline cracks in its granite surface. They run vertically from the floor to the ceiling and appear to reveal the outline of a secret panel.

‘Good work, Black Hawk. I'd wager the impostor escaped this way,’ you say, as you scan the entire wall for some means of opening the secret panel. When no obvious way can be found, Black Hawk volunteers to force it open.

If you decide to allow Black Hawk to attempt to force open the secret panel,
turn to 41
.

If you choose to try to open it yourself,
turn to 286
.

126

One arrow passes wide and shatters against the ceiling. But the other shaft clips your left leg and opens a painful gash above your knee: lose 2
ENDURANCE
points.

On reaching the balcony you speak the words which negate the effects of the
Teleport
spell, and, the moment your feet touch the ground, you hurry into the archway beyond.

Use of the
Teleport
spell costs you a further 4
ENDURANCE
points. Remember to make the necessary adjustments to your
Action Chart
.

To continue,
turn to 50
.

127

You unsheathe a hand weapon and brace your back against the door as the great metallic beast comes leaping through the darkness with its iron jaw set wide.

Mech-wulf:
COMBAT SKILL
 50   
ENDURANCE
 45

This creature is immune to all psychic attacks.

If you win this combat,
turn to 5
.

128

The damp subterranean tunnel meanders for nearly a mile before entering a cavern which is lit by rays of insipid sunlight, permeating through holes in its root-entangled ceiling. Your natural Pathsmanship warns you that the slimy water is deep at the centre of this cavern and, as you enter, you take extra care where you tread.

Thirty yards opposite there is a sloping tunnel which appears to ascend towards the surface; dim light illuminates its dry earthen floor. You approach it, keeping near to the cavern wall to avoid the deep water, but you have only taken a few paces when a sudden noise jars your nerves. With a dull boom, a concealed portcullis falls from the ceiling to seal off the tunnel through which you have come. Moments later, swirling eddies form in the water at the centre of the cavern and, with a hissing splash, a huge snaky head breaks through the surface and rises up to scrape the ceiling. Around its banded neck there is a collar of iron which is attached to a heavy chain. The chain disappears below the surface, keeping the creature a prisoner of this cavern. You gasp as you look into the eyes of this gigantic serpent for they radiate waves of evil that seem to place a chill in your very soul.

Illustration VIII
—The eyes of the gigantic serpent radiate waves of evil, chilling you to your soul.

If you possess the Discipline of Animal Mastery and have attained the rank of Kai Grand Crown,
turn to 61
.

If you possess Animal Mastery but have yet to attain this rank,
turn to 208
.

If you do not possess Animal Mastery,
turn to 110
.

129

You step away from the bodies of your slain enemies and collapse against the wall of the vault, gasping for breath. As you slowly recover, you notice that one of the reptilians has a leather pouch slung around its neck. You kneel down and tear open the pouch to discover that it contains a small Iron Disc. A cursory search of his dead companion reveals a Dagger, a Sword, and a small stone phial containing a Black Potion (properties unknown).

The size and shape of the disc suddenly trigger an image in your memory. You take the disc and insert it between the gemstone squares which operate the portal lock. There is an audible
click!
and the disc reappears at the slot. (If you wish to keep this Iron Disc, record it on your
Action Chart
as a Special Item.) Seconds later, the heavy portal begins to rise. You wait until it has risen a few feet and you are sure that no enemy awaits you on the other side; then you duck under the iron plate and hurry into the tunnel beyond. As you run, you hear the portal slamming shut behind you with a dull reverberating boom.

Turn to 115
.

130

The moment you key in the correct number, it activates the detonator lock and the bomb ceases to function.
10
You wipe a trickle of sweat from your brow as you look at the illuminated display, for it shows that there were only five seconds to go before the bomb would have exploded. Carefully you set the device down on the floor and then hurry to the nearest dragonfly pen where you use your Magnakai Discipline of Animal Control to subdue its hostile occupant. The creature reluctantly submits to your will and allows you to climb upon its back. It has no saddle, and so you are forced to grip its scaly spine as you urge it skywards in pursuit of Wolf's Bane.

As you emerge through the open steel roof of the tower, you catch a fleeting glimpse of the rain-swept city far below. Then, in the next instant, you plunge into the base of the thick black storm clouds which keep this alien city forever in shadow.

Turn to 310
.

[10] This is the correct answer to the time bomb puzzle in
Section 177
.

131

The inside of the tomb is a cold and sombre place, devoid of all life. Its featureless walls glisten with rivulets of moisture and the air is dank and evil smelling, like the breath of some cold-blooded reptile. At its centre, where one would have expected to find the remains of the nobleman who long ago was incarcerated here, there is instead a yawning shaft. An ancient bronze ladder is fixed to the shaft wall which descends to an unknown depth.

Using your Kai senses, you scan the tomb and detect lingering traces of the impostor. His trail leads directly to the ladder. After satisfying yourself that your quarry has left behind no unwelcome surprises, you step onto the ladder and begin a slow descent into the shaft.

The ladder ends inside a larger stone chamber, one hundred feet below the tomb. Here you discover a granite coffin embellished with runes and ancient Sommlending script. As you wait for your Kai companions to complete their descent, you read enough of the script to learn that you have found the final resting place of Hul Garrulen, the third Baron of Tyso. Your senses confirm that you are on the trail of the impostor, yet there appear to be no other exits from this chamber, other than the shaft by which you entered.

If you possess Kai-alchemy and have attained the rank of Kai Grand Crown,
turn to 290
.

If you do not possess this skill, or if you have yet to attain this level of Kai Grand Mastery,
turn to 125
.

132

You draw your divine blade from its scabbard and a halo of golden light irradiates the throne hall. Naar bellows with a terrible rage. He is mortally aghast that such a holy weapon should be unsheathed in his presence, in his inner sanctum, and in his anger he summons a host of rubbery-limbed horrors from the smoky walls of his evil domain.

If you wish to fight these creatures,
turn to 201
.

If you wish to attempt to evade them by entering the Shadow Gate,
turn to 162
.

133

Your eagle eyes pinpoint the place where the arrow emerged from the jungle perimeter and, when you magnify your vision, you see the face of your enemy, Wolf's Bane, partially hidden by a tree. He laughs, his teeth showing white against the dark green of the jungle, and then he springs to his feet and disappears into the undergrowth.

Determined that you are not going to allow him to escape so easily, you break into a run and give chase.

Turn to 90
.

134

Cursing your luck, you abandon the lock and turn to face the metal beast. The creature is loping towards you now, the rhythmic squeal of its metal joints counterpointed by the whirring
clack
of its great iron jaw. You bite back your fear and brace yourself as the beast gets ready to pounce.

If you possess a Bow and wish to use it,
turn to 87
.

If you possess Kai-alchemy and wish to use it,
turn to 14
.

If you do not possess this Weapon or skill, or choose not to use them,
turn to 127
.

135

The gigantic insect detects movement where it is expecting none and immediately it senses a threat to its safety. Swiftly it retracts its proboscis and rises several feet, taking its vulnerable belly beyond the reach of your sword arm. It hovers motionlessly for a few seconds, its glinting fly-like eyes watching you intently; then it emits a high-pitched shriek and at once you know that it is getting ready to attack.

If you possess Animal Mastery and wish to use it in an attempt to repel this creature's imminent attack,
turn to 178
.

If you do not possess this Discipline, or if you choose not to use it,
turn to 311
.

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