The Legacy of Vashna

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The Legacy of Vashna Page 10

by Joe Dever


  Turn to 247.

  146

  Suddenly, a grey-haired man dressed in furs springs up from behind the boulder with a loaded crossbow clutched in his hands.

  ‘Don't move!’ he growls, and levels the weapon at your heart.

  If you possess the Discipline of Telegnosis and wish to use it, turn to 201.

  If you do not possess this skill or choose not to use it, turn to 280.

  147

  The street ends at a stagnant fountain where a rowdy crowd has gathered to watch a bare-knuckled contest between two tough street-fighters. You stop to ask one of the spectators the way to the Crooked Sage Inn and, somewhat to your surprise, he seems pleased to offer his help. He gives you clear directions to Tavern Lane, the street where the inn is situated, and less than ten minutes later you find yourself at a signpost which marks the start of this narrow thoroughfare.

  Turn to 332.

  148

  Shamath recoils in horror before your deadly blows. She begins to whimper. Then, quite suddenly, a geyser of flame shoots from the ground and engulfs her worm-like body. You watch with disbelief as the tendrilled flesh blackens and flakes away in a matter of seconds, to leave nothing but a coiled heap of glowing cinders on the mirrored floor.

  Turn to 261.

  149

  The bolt streaks towards you and, for one terrible moment, you are frozen rigid with fear. Then your natural Kai instincts take command, and suddenly it is as if everything is happening in slow motion. You are in mortal danger and must act swiftly if you are to survive.

  If you possess Kai-alchemy and wish to use it, turn to 71.

  If you do not, you can attempt to avoid the bolt by diving out of the building. Turn to 7.

  150

  The longboat glides to a halt beside the jetty and attendant acolytes make it secure with ropes and hawsers. An Elder oversees the disembarkation, allowing the wounded off first, followed by the rest in descending order of rank and superiority. You join in the queue with the lowly initiates and follow the line as it files off the jetty and up a torchlit hill track to a hall of stone. It is a grand building which shows signs of having only recently been constructed.

  The interior of the hall is a dark and forbidding place, decorated with the ritualistic trappings of the Acolytes of Vashna. Spluttering candles dimly illuminate a central altar and a sickly-smelling incense saturates the air. The acolytes encircle the altar several ranks deep and listen intently as two of their Elders conduct a liturgy in praise of Darklord Vashna, and the victory he has seen fit to grant them. They conclude their sinister ceremony by crying out the words, ‘We celebrate this eve of the “Great Welcoming”. May Lord Vashna, our master, vanquish his enemies and rule unchallenged ever more!’

  The acolytes respond spontaneously by repeatedly chanting their master's name. ‘Vashna! Vashna! Vashna!’ they cry, as they slowly shuffle out of the hall in single file. At the door, each acolyte is handed a burning torch and made to parade past the Elders who give them their unholy blessing. You take care to keep your face concealed within the raised hood of your robe as your turn comes to pass before them.

  Pick a number from the Random Number Table. If you possess Kai-alchemy, Kai-screen, or Assimilance, add 2 to the number you have picked (these bonuses are cumulative).

  Also, if you possess a Runic Disc, add 1; if you possess the Sommerswerd, deduct 3; and for every rank you have attained above that of Kai Grand Guardian, add 1.

  If your total score is now 4 or less, turn to 322.

  If it is 5 or more, turn to 192.

  151

  Your basic Kai skills are sufficient to calm the wolf, but he is clearly agitated by the scent and presence of your horse. Confused and frustrated by its conflicting instincts, the wolf retreats into the depths of the mine shaft where it howls throughout the remainder of the night.

  Unable to sleep because of the wolf's incessant cries, you spend the next five hours in quiet discomfort waiting for the storm to subside: lose 2 ENDURANCE points.

  Turn to 279.

  152

  You unsheathe your weapon and wait with bated breath as you listen to the beast approaching. It sounds as if it is more than thirty yards away when suddenly, with a deafening roar, it drops through the fog and lands upon you. Desperately you fight to defend yourself as it tries to rake you unmercifully with fang and claw.

  Illustration VIII—You unsheathe your weapon and wait with bated breath as you listen to the beast approaching.

  Zarthyn: COMBAT SKILL 45 ENDURANCE 50

  If you win this combat, turn to 90.

  153

  You back away from the advancing line of automatons and try to use your speed and agility to get around their flank. But you have taken less than a dozen steps when you feel the floor becoming soft and spongy beneath your feet.

  If you possess Telegnosis and have reached the Kai rank of Sun Lord, turn to 193.

  If you possess Kai-alchemy and wish to use it, turn to 127.

  Otherwise, turn to 232.

  154

  You fly through the air towards the opposite roof, yet in your haste to pursue the assassin, you misjudge the jump and land short. Desperately, you scrabble to get a grip on the rusty gutter at the edge of the tiled roof, but it is weak and cannot support your weight. It collapses and, with a cry of fear, you plummet backwards into the street below.

  Turn to 38.

  155

  The trail meanders away from the lapping waters of the lake and winds slowly upwards to a chalky plateau covered with dense scrub. Clumps of dull yellow blossoms, blighted by the severe weather, cling to the boughs of this foliage. They give off a pleasant odour which your horse finds irresistible. You sense that they are nutritious and so you stop and both of you eat your fill: restore 3 ENDURANCE points. (There is a sufficient surplus of blossoms for 2 Meals. These nutritious blossoms have no healing properties.)

  Turn to 338.

  156

  Throughout the afternoon, the rocky trail descends through an unlovely landscape of shale hills and crags topped with thorny brambles. It is difficult terrain but your ride passes without incident. Shortly before dusk, you come to the top of a ridge and catch your first glimpse of the River Storn and the snow-capped peaks of the southern Durncrags beyond. The elation of having come this far is sobered when you see that the distant sky is changing rapidly, and only a slender streak of light fringes the horizon. A storm is closing in.

  As you make the long, gradual descent towards the river, the air becomes humid and dark clouds appear overhead. The turmoil of moisture quickly charges the atmosphere. Lightning flashes without warning from the clouds to the earth and arcs skyward again, its energy echoing in a slow roll of thunder. Then the heavens open and a deluge of rain saturates the land. You calm your startled horse and urge him through the pouring rain, praying all the while that you will be able to find shelter before night closes in.

  You are within a mile of the river when the darkness is almost complete. Yet, aided by your keen vision, you are able to make out two places that can offer some degree of shelter from the storm. The first is a cone-shaped stone hut, perched near the river's edge; the second is a rocky hollow close to the trail.

  If you wish to shelter in the hut, turn to 207.

  If you wish to take shelter in the rocky hollow, turn to 91.

  157

  You scramble to your feet and sprint to the dais where you wrench the Deathstaff from the floor of the lower tier. To your horror it feels abnormally heavy and you sag beneath its weight. The Demoness spins around and emits a terrible scream when she sees what you are holding. The noise of her wrath lifts you bodily and sends you skidding across the floor.12

  Desperately, you fight to maintain your grip on the Deathstaff as the furious Shamath comes striding towards you. The deafening shriek of her voice rings once more in your ears as you clutch the Deathstaff to your chest and take a running leap into the dark oblivion of the Shadow Gate.

&nb
sp; Turn to 270.

  [12] If you already carry the maximum number of Special Items permissible, you must discard one in favour of the Deathstaff. If you possess Helshezag, the sword of Darklord Kraagenskûl, it is now destroyed, obliterated by the power of the Deathstaff, and you must erase it from your Special Items list. Section 94 also implies a loss of 5 ENDURANCE points in this incident.

  158

  You scan the brooding sky, using your ability to see in the ultraviolet and infrared light spectrums. Your advanced Kai skills enable you to see and track the flying creatures as they circle slowly around their lair and come swooping down to attack you.

  You draw your weapon and, in the ultraviolet spectrum, you detect that an aura of protection is sheathing it from the extreme temperature of this domain. Then a hideous shriek splits the air as the first of the beasts dives upon you.

  Lavas: COMBAT SKILL 44 ENDURANCE 42

  You may evade this combat after five rounds by turning to 276.

  If you win the combat, turn to 3.

  159

  You have destroyed all of the ghostly creatures that were attacking you, but you are mindful that there are still hundreds of these malevolent spirits circling the area. You stand with your horse at the rear of the shallow cave, your weapon ready in hand, and pray to Kai and Ishir to keep you both safely hidden. Gleefully, the Vortexi ride the raging storm for more than an hour until eventually it dies and they slowly disappear.

  An uneasy calm descends upon the land. You sense that the danger has passed and try to get some rest, but the recent memory of your ghastly confrontation is still vivid in your mind which makes it impossible for you to sleep: lose 3 ENDURANCE points.

  Furthermore, unless you possess Grand Huntmastery, you must now eat a Meal or lose an additional 3 ENDURANCE points.

  Turn to 337.

  160

  The Elder's probe breaks through your defence and he suddenly realizes that you are an intruder. He pulls at your robe and tears it open, revealing your leather tunic and breeches. Recognizing them at once to be Sommlending in origin, he gasps with shock as he guesses at your true identity.

  ‘Seize him!’ he bellows, and a score of acolytes spring forward to obey the command. You draw your weapon and fight them with breathtaking skill and valour, but eventually you are overcome by the sheer weight of their numbers. By the time they have disarmed you and pinned you to the rocky ground, more than thirty of them lie slain or seriously injured in a heaped circle around where you lie.

  You stare back defiantly at the ring of grim torchlit faces that loom over you. Then the face of the Elder comes into view and he sneers with disdain. He places the tip of a glowing wand to your forehead and suddenly there is an explosion of white light. Sadly for you, it is the last sensation you will ever experience.

  Your life and your quest end here, on the trail to the Maakengorge.

  161

  The shops and hovels which sandwich this narrow street show no visible signs of life. Heavy iron bars and stout oaken shutters secure their every portal, understandably a necessary precaution in this villainous city. You are beginning to lose hope of finding the Crooked Sage Inn, when suddenly you notice a pale yellow light streaming from the doorway of a nearby building. As you ride closer, you see a sign hanging above the door. It shows a black bear standing upright on its hind legs, and in its forepaws it grasps a placard which says:

  GHADLAR & SONS — FURRIERS

  If you wish to enter the furriers' shop, turn to 226.

  If you choose to ignore it, you may continue along this street by turning to 244.

  162

  The howling phantoms come swirling out of the storm. They encircle the great shimmering arch in a long, unbroken chain, and then, one by one, they peel away to dive at the place where you are standing. Guided by your Kai instincts, you raise the Deathstaff and whirl it around your head — once, twice, three times …

  An ominous hum radiates from its haft. There is a crackle of static electricity and the damp air seethes with restrained, undischarged power. A thread of mist issues from the staff's tip and builds rapidly into a spinning cyclone that ensnares the Vortexi and prevents them from reaching you. In desperation, you sense them pooling their immense psychic energies in an attempt to break out of this whirling prison and attack you.

  Pick a number from the Random Number Table.

  If you possess Kai-surge, add 4 to this number. If you possess Kai-screen, add 2. If you possess Assimilance, add 1.

  Also, if your current ENDURANCE points total is 18 or more, add 1; if your current ENDURANCE points total is 17 or less, deduct 1.

  If your total score is now 3 or less, turn to 206.

  If it is 4–8, turn to 305.

  If it is 9 or more, turn to 138.

  163

  Tied to a stone obelisk in the centre of the quay square are three Acolytes of Vashna. They are guarded by two Vakovarian brigands who keep themselves amused by bullying and tormenting them.

  For the past hour the sky overhead has become increasingly grey and thundery, with occasional storm flashes illuminating the northern shore. Now this storm is crossing the lake and the lightning is beginning to strike dangerously close to the quay. The brigands seemingly ignore this danger, so preoccupied are they with their petty cruelties, but then something appears on the surface of the lake which commands their attention.

  Illustration IX—Suddenly, a massive longboat emerges from the wall of fog and comes speeding towards the quay.

  A massive bank of grey-white fog is rolling across the water towards the quay at an unnatural pace. When it is just a few hundred yards from the shore, a volley of lightning bolts comes hurtling from its core to explode against the quayside wall with devastating effect. Several brigands are incinerated where they stand, leaving nothing but glowing piles of ash to mark their passing. Then, suddenly, a massive longboat emerges from the wall of fog and comes speeding towards the quay. Glowing bolts of energy dart from its prow to explode upon the deck of the Vakovarian ship. One of these bolts passes high between the masts and arcs through the air towards the quay. You watch with mounting horror as it comes speeding directly towards you.

  If you possess the Sommerswerd, turn to 176.

  If you do not possess this Special Item, turn to 149.

  164

  Galvanized into action by the fear of what will happen should the Demoness be allowed entry to this world, you cast your eyes and Kai senses across the symbols which are engraved upon the crystal surface of the uppermost tier. Then, in a sudden flash of inspiration, you realize that the symbols themselves are the key to the activation of the Shadow Gate.

  You study the symbols and determine that a sequence must be completed in order for you to be able to close the Shadow Gate.

  Study the following grid of numbers carefully. When you think you know the missing number, turn to the entry which bears the same number as your answer.13

  If you cannot solve the problem, turn to 235.

  [13] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer. If you guess incorrectly, turn immediately to 235.

  165

  You throw yourself flat against Bracer's neck and the bolt parts your hair as it whistles past your head. Unharmed, you reach the cover of a dense pine copse where you quickly dismount. Having secured Bracer's reins to a tree, you move back to the edge of the copse to try to catch a glimpse of your attackers. You have no difficulty seeing them: a dozen brigands, armed with crossbows and swords, are rushing through the undergrowth directly towards your hiding place.

  If you possess a Bow and wish to use it, turn to 330.

  If you do not, turn to 136.

  166

  The moment you step through the archway you feel an electrifying jolt run through your body, and snake-like tendrils of blue-white energy arc from the rim of the arch to the hilt of the Sommerswerd. A gasp of asto
nishment arises from the acolytes, audible even above the howling wind.

  ‘We have an intruder in our midst!’ screams Cadak, levelling his wizard's staff at you accusingly. You fight the paralysing effect of the current and tug the sun-sword free of its scabbard. For a moment the current weakens as it is absorbed and neutralized by the Sommerswerd's divine energy, but then the tip of Cadak's staff ignites with a crimson flame and the current intensifies anew, numbing your limbs with its insidious effect.

  ‘Ha! I know you, intruder,’ yells Cadak maniacally. ‘You are Lone Wolf, the doomed hero of a doomed realm. You are a fool to come here, Kai Lord. Your powers are no match for those of Naar, the King of the Darkness.’

  With this he turns to the acolytes and throws up his hands triumphantly.

  ‘This night we shall celebrate a double victory, my brethren. The resurrection of Lord Vashna and the destruction of Grand Master Lone Wolf!’

  The acolytes scream their approval, but their cheer is drowned by the ever-increasing noise of the storm. Then you see that the storm itself is changing. A huge vortex of whirling cloud is descending from the heavens, a tornado whose deadly funnel is reaching down towards you. Then the tip of the roaring plume touches the ground at your feet and, with a terrifying suddenness, you are torn from the energy curtain and sent hurtling through the air towards the dark centre of the towering arch.

 

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