The Hunger of Sejanoz

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The Hunger of Sejanoz Page 14

by Joe Dever


  Turn to 81.

  237

  The Chai officer gives you a broad grin when you accept his offer. After bowing respectfully to the Khea-khan, he escorts you to the Imperial Palace Armoury located near to the main gate. Beyond a narrow foyer, you enter a wide, deep hall illuminated by hundreds of oil lamps. The smell of the burning oil mingles with the sweat of dozens of Chai armourers who are toiling at benches fixed along the ivory-white walls.

  Captain Chan delights in showing you some of the exotic bladed weapons for which his homeland is famous. You are especially impressed by the Kirusami — the halberd-like polearms that are issued only to the Imperial Guardsmen like Chan. Its craftsmanship and balance are superb. (If you wish to keep one of these weapons, record it on your Weapons List as a Chai Spear. In combat it will add 1 to your COMBAT SKILL.)

  Illustration XVI—Captain Chan delights in showing you his ornately-embellished naginata.

  Chan also shows you some Imperial Guard armour, and insists that you try on a waistcoat of golden mail. ‘It is called ang'sei, which means “Armour of Life”,’ he says, proudly. ‘It is as strong as steel yet as light and as supple as fine leather.’ (If you wish to keep this Ang'sei, record it on your Action Chart as a Special Item. When worn in combat, you may deduct 2 from your enemy's COMBAT SKILL. You need not discard another item in its favour if you already possess the maximum number permissible.)

  Chan also shows you the following Chai weapons and encourages you to take whatever you wish:

  Sword

  Broadsword

  Quiver

  Dagger

  Short Sword

  6 Arrows

  Axe

  Warhammer

  Bow

  Mace

  If you decide to take any of the above weapons, make the necessary adjustments to your Weapons List before you leave the armoury.

  To continue, turn to 122.

  238

  The Arrow of Atonement strikes Autarch Sejanoz in the thigh and causes him to shriek out in agony. With a superhuman effort, he wrenches the missile from his limb and hurls it back at you with fearsome force.

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

  If your total score is now 3 or lower, turn to 93.

  If it is 4 or higher, turn to 162.

  239

  You sleep uneasily this night. The thought that there could be a traitor in your midst plays heavily on your mind. At first light you rise and go to the Princess's carriage to see how Prince Kamada is faring. Unlike you, the young boy has slept well and Mitzu says she is confident that he will make a swift recovery. In thanks for your kind help she gives you food for breakfast, and a bottle of rice wine. As you are leaving, you hear Captain Chan calling all drivers and troopers to make ready to leave.

  To continue, turn to 84.

  240

  Cowering in the corner of this dingy candlelit cell, you see a ragged old man dressed in grimy grey robes. He is the source of the foul odour that threatens to suffocate you. When he sees you, his dirt-encrusted face cracks into the parody of a smile and he waves his hands excitedly in the air.

  ‘My, my, a Kai Lord! I'm truly honoured to have you visit, sir. But I see my odour offends you. Wait, I shall soon remedy that.’ And with these words he produces a pinch of grey powder from his pocket and casts it into the air. Instantly the vile smell is transformed into the wonderful bouquet of fresh roses. You ask the old man how he came to be trapped here, and he recounts the calamities that have befallen him. You learn that his name is Vannar and that he is a lowly magician. He was born in Bhanar but was forced to leave when he attempted to organize opposition to Autarch Sejanoz in his home city of Yua Tzhan. He became a hermit and eked out a solitary existence here in the ruins of Zanaza. His life was lonely but peaceful, until the tomb robbers arrived one day and took over his underground retreat. The vile smell that he exuded earlier was the only way he had of keeping those cut-throats at bay.

  When you tell him that the Autarch has invaded Chai, he becomes agitated. He fears that he will be found and murdered by Sejanoz's agents.

  ‘With respect, Vannar,’ you say, ‘I don't think the Autarch will bother sending his men after you.’

  ‘Oh yes he will,’ replies the grimy old magician, in a deadly serious tone. ‘And you would believe what I say if you knew what I possess, Sir Kai.’

  To continue, turn to 189.

  241

  The Krakalla gives vent to an ear-shattering cry as your blade pierces its evil heart. It staggers back and falls across the body of its brother who has been slain by Captain Chan and his men. Your face and tunic are spattered with its sickly orange blood, and you quickly wipe your blade clean with a handful of grass before sheathing it in your scabbard.

  Chan and his troopers have each sustained several wounds, but none of them are life-threatening. You draw upon your Kai healing skills to repair their battered bodies (lose 2 ENDURANCE points) before all four of you abandon the copse and go in search of your horses. Chan has never encountered the likes of these creatures before, and when you ask him about them, he is unable to say where they may have come from.

  ‘O … one thing I … I am sure of, though,’ he says, still shivering from the aftershock of the combat. ‘They … they are not from this part of Chai.’

  To continue, turn to 11.

  242

  By the use of your mastery of Elementalism, you cause condensation to form around the haft of his sorcerous stave. The water disrupts the electrical power stored within it, and causes the weapon to explode in the Guard Captain's hands, killing him instantly.

  Turn to 137.

  243

  As the carriage draws level with your horse, you leap from the saddle and scramble onto the roof. You are drawing your Kai Weapon from its sheath when one of the two remaining monsters lashes out at you with its razor-sharp talons. Instinctively, you shield your face with your free arm, and you cry out in pain as its cruel claws rake your unarmoured limb: lose 2 ENDURANCE points. You must now fight them.

  Chagarashi: COMBAT SKILL 42 ENDURANCE 38

  Ignore any ENDURANCE loss you may inflict upon your enemy in the first round of combat, due to the effectiveness of its initial attack.

  If you win this combat, turn to 280.

  244

  You tell Chan that you suspect the man is telling the truth, and he frowns. He is now faced with a tricky dilemma. He considers Yankin to be one of his most loyal troopers, yet the evidence against him is strong. Shavane steps forward and she demands that justice be done.

  ‘This man tried to kill our Prince,’ she cries, ‘and he must be made to pay for his treachery.’ Her emotional outburst elicits some support from a small crowd of courtiers who have gathered to watch.

  If you possess Kai-alchemy, turn to 220.

  If you do not possess this skill, turn to 14.

  245

  Quietly you utter the words of the Brotherhood Spell Mind Charm and direct the power of this spell towards Bazan. As soon as it takes effect, you ask him if trade is his only intention. Without hesitation he replies that it is, and you sense that he is speaking the truth. Convinced of his sincerity, you nod to Chan and release Bazan from the spell.

  Turn to 283.

  246

  Aided by your mastery of Magnakai Pathsmanship, you are able to sense that the Imperial Family are in grave danger. You detect that they are trapped in a chamber at the end of the left-hand tunnel, and immediately you head off in this direction, with Sergeant Yeng following closely behind.

  Turn to 263.

  247

  You wake at first light and breakfast with Chan. He is surprised to see your Kai Weapon scabbarded at your side, and he asks how you came to retrieve it. You tell him that you happened upon the robbers by chance last night, and merely asked the good fellows to return it. Chan laughs when he hears this. ‘Well, we'll not be seeing any more from those fine
fellows again, I dare say,’ he says, and a wry smile spreads across his wide face.

  The caravan leaves Zanaza within the hour, and as it follows the stony road east towards Fort Vlau, you note a battered signpost which states that the Lissanian stronghold lies 150 miles away. Chan estimates the journey will take four days.

  The first day of the journey passes uneventfully, but around noon of the second you see the highway approaching a distant forest. Your Sixth Sense gives you a premonition of danger, and when you tell Chan of your concerns, he halts the caravan and insists that the two of you scout the forest to make sure it is safe to pass through.

  If you wish to ride along the highway and into the forest, turn to 114.

  If you choose to leave the highway and approach the forest by way of the plains, turn to 205.

  248

  ‘I would be honoured,’ you reply.

  ‘Very well,’ says Chan, ‘if you are ready, I shall escort you to her quarters at once.’

  Chan takes you into the chateau and leads you through its myriad corridors to a room on the first floor. A trooper whom you recognize opens the door and steps aside to allow you both entry. The chamber beyond is lavishly furnished, and the sweet smell of a rare burning incense hangs in the air. In a far corner you see the young Prince Kamada. He is asleep on a silken divan and is being watched over by his tutor Shavane, who is reading a book. His mother, the Princess, is seated at a table near a balcony window that overlooks the torchlit courtyard. You exchange polite greetings and then Chan excuses himself.

  ‘I shall be outside your door if you should need me, your majesty,’ he says, and promptly departs. As soon as he has gone, Princess Mitzu invites you to sit with her. She is anxious to know what fate has in store for her young son, and she asks if you will use your astrological skills to help her.

  If you have reached the rank of Sun Knight, turn to 62.

  If you have reached the rank of Kai Grand Defender and possess the Xi-die, turn to 126.

  If you have yet to attain either of these levels of Kai Mastery, or if you do not possess this Special Item, turn instead to 5.

  249

  You wait patiently for Sergeant Yeng and his men to attack the command tent. As soon as you hear the unmistakable sounds of combat, you run forward and climb the ladder which leads to the flag-tower platform. The fierce sounds of the fighting attract the attention of the signalman and, as he peers over the edge of the parapet, he sees you climbing towards him. With a gasp of surprise, he reaches for his spear and attempts to impale you upon its gleaming steel tip.

  If you possess Kai-alchemy and wish to use it, turn to 214.

  If you possess Magi-magic and wish to use it, turn to 52.

  If you possess neither of these skills, or if you choose not to use them, turn to 39.

  250

  You are enraged by the sudden death of Sergeant Yeng, but you are also wary that the same fate could befall you if you are rash enough to attempt a headlong dash through the far door. You scoop up the slain Sergeant's helm upon the tip of your Kai Weapon and approach the door from the side. At arm's length, you hold out the iron helm so that it alone appears framed in the doorway. Seconds later, another bolt of energy hurtles from out of the chamber beyond and shatters the helm in two.

  You quickly dive through the open doorway and roll across the floor to the cover of a stout stone pillar.

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

  If your total score is now 2 or lower, turn to 177.

  If it is 3–5, turn to 158.

  If it is 6–7, turn to 70.

  If it is 8 or higher, turn to 232.

  251

  You dismount and make a stealthy approach to the graveyard on foot. Peering through the gap in its encircling wall, you can see an open crypt door and hear the sound of distant voices. Behind the crypt you count six saddled horses. They are grazing the pale tufts of grass that fringe the gravestones. As the voices come drifting towards you on the warm breeze, you are able to determine that they belong to a gang of tomb robbers who have come here to loot this ancient burial site.

  If you wish to approach the open crypt door, turn to 274.

  If you choose to wait by the wall and observe the crypt, turn to 183.

  252

  By using the bough as a support for the carriage axle, repair of the damaged wheel rim is effected speedily. Chan praises your practical skills, and within the hour the caravan column is moving eastwards once more. An overnight camp is pitched on the highway itself, near a sleepy hamlet called Sansei, and the following day you make good progress on the sun-baked highway.

  Shortly before noon of the third day of your journey to Rakholi, the caravan column crests the rim of a wide valley that lies 50 miles from the banks of the Tkukoma. Spread out before you now is the Vale of Nahba, a spectacularly strange region of the Chai Plain that is punctuated with hundreds of bore holes and geysers. Great columns of steam and scalding water are hurled skywards, driven by the pressure of gases escaping from deep below the surface. Some of the fissures descend for miles, passing close to the planet's molten core.

  The highway traverses this alien landscape and, as darkness approaches, you find yourself at a place near the eastern rim of the vale. A night camp is established here among the bubbling pools and hollows, and an evening meal of poached eggs and steamed fish is prepared. After supper, you settle down and try to get some sleep, despite the constant distraction of the eerie noises that echo across this strange valley.

  Illustration XVII—Spread out before you is the Vale of Nahba, a sinister region of the Chai Plain.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 288.

  If it is 5–9, turn to 30.

  253

  The door to the catacombs is jammed shut. You have no other option but to force it open.

  If you possess Kai-alchemy and wish to use it, turn to 203.

  If you possess Magi-magic and wish to use it, turn to 41.

  If you possess neither of these skills, or if you choose not to use them, turn to 119.

  254

  You launch a powerful psychic attack at three of the robbers. As soon as you see them fall screaming to the floor, clutching their heads in their hands, you kick open the door and attack their remaining three confederates. To your dismay you soon discover that one of your adversaries is armed with your Kai Weapon.14

  Tomb Robbers (with Kai Weapon): COMBAT SKILL 44 ENDURANCE 48

  If you win this combat, turn to 128.

  [14] If your Kai Weapon is ‘Illuminatus’, you may decide that you should add an extra 2 points to the Tomb Robbers' COMBAT SKILL as it is being used underground.

  255

  Sergeant Yeng and his scouts are pleased that you have chosen to join them, and together you set off towards the distant plains settlement. It feels good to have a cooling breeze blowing through your hair after the plodding pace you have been forced to maintain while riding with the caravan train.

  The inhabitants of the village give a cheerful wave as you ride through their humble hamlet. You keep your horses to a swift pace along the road beyond, and within the hour you catch sight of the Javai Forest on the horizon. Yeng gives the order to halt and you magnify your vision in order to get a better view of the distant tree-line. You can see the densely-packed pines, and the tall plains grasses swaying in the breeze. It is a pleasant but not a welcoming sight, for you know that both the trees and the tall grasses could provide ideal cover for ambushers.

  You are unable to detect anything unusual in the distant forest, yet your Kai Sixth Sense is warning you of imminent danger.

  If you possess Grand Pathsmanship, turn to 272.

  If you do not, turn to 135.

  256

  Shavane shrieks in protest as you tug the amulet from around her nec
k. Desperately she attempts to snatch it back, but you hold her at bay with your left hand as you raise her amulet aloft in your right.

  The crowd gasps with astonishment when they see that the amulet bears the tiger's-head emblem of Autarch Sejanoz.

  Turn to 74.

  257

  Using your Kai Sixth Sense, you ask Bazan directly if trade is his only intention. Without hesitation he replies that it is, and at once you sense that he is speaking the truth. Quietly you whisper to Chan that you are convinced of this man's sincerity.

  Turn to 283.

  258

  The falling bough misses your legs by little more than a few inches. Chan grabs you by the arm and drags you to your feet, and then together you rush through the trees to escape from your hulking pursuers.

  Only when you sense that it is safe to halt, do you throw yourself down upon the cool earth and fight to catch your breath. Chan drops to the ground close by, and you can tell that he is both shocked and saddened by the ferocity of the encounter and by the loss of his favourite stallion. Yet he proves himself to be resilient, and within the space of a few short minutes, he is back on his feet and ready to go. ‘Come, my lord,’ he says, resolutely. ‘We must press on. Let us flee this godforsaken place.’

 

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