The Kingdoms of Terror
Page 6
The old man narrows his mousy eyes and looks at you with a cautious stare. ‘It is but a legend. Some say it contained great power; others say its power existed only in the minds of those who craved to own it. Whatever the truth is, the Lorestone has been lost for hundreds of years.’
You sense that the old magician is not telling you all he knows about the Lorestone.
If you wish to identify yourself and tell him the nature of your quest, turn to 119.
If you choose not to reveal your identity, bid him goodnight and turn to 239.
84
The taxidermist points to a vat in the corner of the room that contains a noxious blue fluid, which is obviously the source of the unpleasant smell.
‘My special preservative,’ he says proudly. ‘It has taken me many years to perfect the formula, but my experiments are now complete. All I require is a specimen worthy of the immortality it can provide.’
The man's voice is beginning to sound faint and distant, as if he were falling away from you into a deep, dark pit. Your eyelids feel heavy, and you are having difficulty in concentrating on what he says. Suddenly, you realize that you have been drugged; the wine contained a powerful draught of gallowbrush, although you did not detect it at the time. You fight to remain awake, but it is a battle you cannot win, for the enemy is in your very blood. The taxidermist has at last found a specimen worthy of his special preservative — the last of the Kai Lords of Sommerlund.
Your quest and your life end here.
85
As you hear the click of the crossbow trigger, you throw yourself to the ground to avoid the deadly missile. The bolt grazes your scalp (lose 2 ENDURANCE points), and embeds itself in the side of the log hut. A moment later you are back on your feet. The warrior discards his empty weapon and reins his horse about in order to follow the others across the bridge.
If you have a Bow, turn to 178.
If you do not have a Bow, you must mount your horse and give chase. Turn to 39.
86
Prising the pouch from the thief's hand, you return it to the pocket of the unconscious soldier. Many of the wounded men witness what you have done, and from that moment you become a hero in their eyes. Your use of the Magnakai Discipline of Curing to heal many of their wounds strengthens their esteem and devotion, and they pledge themselves to help you in any way they can.
If you wish to ask them if there is any way of getting into Tekaro undetected, turn to 109.
If you do not wish to ask them anything and would rather leave, turn to 70.
87
The town watch rush forward to avenge their sergeant's death, but in their haste they leave the gap between the two wagons unprotected. You are quick to notice this opportunity for escape and spur your mount straight for the running guards. These fresh-faced young men have no battle-skill — their attack is clumsy and hesitant. You break through them in a matter of seconds and have soon left them far behind as you gallop along the street beyond the wagons.
Turn to 332.
88
Your speedy dispatch of the robbers has earned you 5 Gold Crowns, which you find in the pockets of the dead men, and the respectful glances of several mercenary captains. One in particular is so impressed by your fighting prowess that he approaches you and offers to buy you a drink. You sense that it is a honest gesture of friendship without any hidden threat and gratefully accept his offer.
Turn to 211.
89
‘Esmond, you old rascal, show yourself — it's Cyrilus, your brother. I've someone with me I want you to meet,’ cries the wizard as he raps on the gate with his oaken staff. There is no reply. He smiles and shrugs his bony shoulders before shouting: ‘Wake up you old fool, I know you're in there,’ but still there is no reply.
If you have the Magnakai Discipline of Divination, turn to 7.
If you do not possess this skill, turn to 258.
90
The faintest of sounds makes you glance over your shoulder. You are frozen with abject terror by the sight that greets you. A huge, lumbering monster fills the tunnel, over ten feet high with thick, twisted limbs and eight-fingered hands tipped with razor-sharp talons that are poised to rip your flesh. Baleful, monstrous eyes protrude from yellow slits in its glistening head, and a long reptilian tail whips behind it.
Before you can react, it strikes, knocking you back into a pit. A peculiar and hideous sound fills the vault, and you feel a hot sticky fluid raining down on your head. As it eats through your cloak and sears your flesh, the last thing you hear is the hideous laughter of the Dakomyd.
Your quest and your life end here in the sewers of Tekaro.
91
Your curiosity is drawn to a game of cards that is taking place in the centre of the hall. Six ruddy-faced men are gambling against a croupier on the turn of the cards. You are quick to spot that the deck he is using is marked. When a seat is vacated by one of the men, you take his place. The first round is on the house — you need not place a stake.
Needless to say, knowing how the game has been rigged, you win the first round and continue to win several more. Pick a number from the Random Number Table and add 5 to it. This equals the number of Gold Crowns that you win before the dealer suspects something is wrong and ends the game.
Now that you have some gold in your pouch once more, if you wish to approach the bar and ask about a room for the night, turn to 232.
If you wish to take a seat and order some food, turn to 172.
92
The man shrieks his battle-cry and lashes out with a heavy-bladed cutlass.
Deldenian River Pirate: COMBAT SKILL 17 ENDURANCE 23
If you wish to evade combat at any time, turn to 286.
If you win and combat lasts 3 rounds or less, turn to 77.
If combat lasts longer than 3 rounds, turn to 215.
93
Taking hold of the man's shoulder, you shake him to try to wake him from his drunken slumber, but he keels over and slumps to the floor. The back of his shirt is covered with a huge bloodstain spreading from the handle of a dagger that is buried deep in his spine. As you recoil in horror, you hear a faint cry for help. It is Cyrilus — he is in trouble.
Turn to 317.
94
Ripping aside the curtain, you rush into a small room full of storage cupboards and work tables. You cast your eyes around the workshop annex, but there is no sign of the man: he has vanished.
If you have the Magnakai Discipline of Divination or Huntmastery, turn to 208.
If you do not possess either of these skills, turn to 37.
95
The ghastly sound of the creature's hungry cry chills your blood. It is barely a few feet away when you let loose your Arrow.
Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to the number you have picked.
If your total is now 0–3, turn to 155.
If it is 4–12, turn to 12.
96
An hour after sunset you arrive at the gates of Amory. Beneath the deepening shadow of its watchful guard tower, you fight back your fatigue and wait as the gate creaks open. A soldier wearing a hauberk of black and gold chainmail strides forward and demands to see a Cess.
If you possess a Cess, turn to 49.
If you do not possess this Special Item, turn to 221.
97
The ambush is so sudden and so swift that only luck can save you now. Pick a number from the Random Number Table.
If the number you have chosen is 0–3, turn to 174.
If the number is 4–6, turn to 313.
If the number is 7–9, turn to 57.
98
The smell of dust and rusty metal wafts in your face as you enter the cluttered weapons shop. All manner of arms are stacked in racks that rise precariously to the ceiling. Their prices are chalked on a circular slate that hangs above the counter.
BROADSWORDS — 7 Gold Crowns
DAGGERS
— 2 Gold Crowns
SHORT SWORDS — 3 Gold Crowns
WARHAMMERS — 6 Gold Crowns
SPEARS — 5 Gold Crowns
MACES — 4 Gold Crowns
AXES — 3 Gold Crowns
BOWS — 7 Gold Crowns
QUARTERSTAVES — 3 Gold Crowns
SWORDS — 4 Gold Crowns
ARROWS — 2 for 1 Gold Crown
You may purchase any of the above weapons if you have enough money to do so. The shop owner will also buy any weapons that you may already have for 1 Gold Crown less than the price shown on the slate.5 Mark any changes on your Action Chart before you leave.
Turn to 275.
[5] The shop owner will buy 4 Arrows for 1 Gold Crown.
99
You feel a numbing shock, and then the damp warmth of blood begins to soak your tunic. You fight for breath, but your strength is sapped by the terrible wounds made by the pike heads. You swoon and fall to the ground through loss of blood, unconscious of the sword blade that is poised to end your life.
Your quest and your life have come to an early and tragic end here.
100
It is late afternoon when you catch your first breath-taking glimpse of Varetta. Built on a massive plateau, this city has stood since time immemorial. The walls and buildings are immense, constructed from blood-red rock and crowded together in complicated splendour. Great stone dragons writhe along the battlements, their coiled tails entangling the gatehouses and portals of the outer wall, and spirals of smoke rise from the mouths of angry-faced gargoyles, crouching like spies on top of the roofs and towers that fill the sky.
Illustration VII—The ancient city of Varetta.
The sun has set by the time you reach the east gate. The red-coated guards offer no challenge, and you pass into the wide streets of this magnificent city, to arrive eventually at a quadrangle. A pillar of red stone indicates the names of the streets that lead away from the square.
If you wish to go north into Helin Way, turn to 79.
If you wish to go west into Coachcourse, turn to 135.
If you wish to go south into Flute Street, turn to 147.
If you decide to go east, along the street down which you have just ridden, turn to 238.
101
You make a noose at one end of the rope and lower it carefully through the hole in the floor. If you can slip the noose around the head of the hammer, it should tighten as you pull on the rope and draw the hammer upwards.
Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have chosen.
If your total is now 0–4, turn to 348.
If it is 5 or higher, turn to 207.
102
Night has fallen by the time you reach the river town of Soren, and the sky is clear and full of stars that sparkle with icy splendour. You ride the main street towards the quay where a score of river ships lie docked at the town. Their signal lamps, shimmering red and green from the mast-tops, reflect upon the cold, dark waters of the River Storn.
A board standing beside the gangplank to a large transport caravel catches your eye. On it are chalked the prices of passage to three destinations.
LUYEN — 10 Gold Crowns
RHEM — 15 Gold Crowns
EULA — 20 Gold Crowns
A fourth destination — Tekaro — has been crossed out and scribbled beside it is: ‘Cancelled due to war’.
If you wish to buy a ticket to one of the destinations, turn to 10.
If you do not wish to buy a ticket — or cannot afford to — turn to 68.
103
Unfortunately, your score is too low to qualify for the next round of the contest and you are politely asked to leave the field. If you have been using a borrowed bow, you must return it to the tent before making your way back to Cyrilus.
Turn to 33.
104
Your thoughts return to your quest and to Cyrilus' dying words. The man he was taking you to meet lives in Brass Street, but in a city the size of Varetta it could take you days to find the right street. You decide to try to find out where it is from someone in the tavern and look around the massive hall in search of a likely source of information.
If you wish to approach a merchant who sits alone at a nearby table, turn to 240.
If you wish to ask a distinguished-looking man who stands at the bar, turn to 53.
If you wish to ask the tavern-keeper, turn to 312.
105
A few hundred yards along the street is the east gate through which you entered the city. Two streets lead away from the gatehouse; one heading north, the other south.
If you wish to go north, turn to 79.
If you wish to go south, turn to 147.
106
Painfully, you drag yourself from beneath the dead monster. Several of your ribs are cracked, and you have a nasty gash on the back of your head, but at least you are still alive.
You stagger up the stairs and back to the chapel where you fill your glass jar with Taunor Water. (The healing spa water will restore 6 ENDURANCE points.) You may drink the Water now or place the glass jar in your Backpack for future use. If you keep the Taunor Water, mark it on your Action Chart as a Backpack Item.
If you wish to search the chapel, turn to 24.
If you decide to return to Cyrilus, turn to 338.
107
The trapdoor is heavy and stiff, but gradually its seal of rust cracks and loosens under the pressure. Inch by inch you force it open to reveal at last the cobblestoned city square. Across the square, directly ahead, is the cathedral of Tekaro. As the square is teeming with guards, you are forced to close the hatch quickly to avoid being detected.
You estimate that the cathedral is approximately two hundred yards due east. As you descend the steps and continue through the passage, you pray that the sewer will give access to the crypt.
Turn to 120.
108
You prepare to defend yourself against a sudden attack while trying to give the impression that you are, in fact, relaxing your guard. There is a long pause before the leader turns his back on you and addresses his followers in a loud, self-righteous tone.
‘Witness the power of Vashna, my brothers — his spirit is alive. Even this ignorant and unworthy stranger acknowledges his presence.’
A doleful lament rises from the procession in praise of their leader. As the ghastly chanting builds up to a fevered climax, you slip into the shadows of an alley and spur your horse away from the sinister worshippers.
Turn to 332.
109
Some of the men laugh and look at you as though you are crazy, but one man calls you over to his side and hands you a leather tube.
‘It's a Map of Tekaro,’ he whispers, painfully. ‘I … I don't know how you can enter the city, but if you do find a way this map may be of use.’
You thank the injured man and leave the tent. Unless you already possess a Map of Tekaro, you may keep this Map. Mark it on your Action Chart as a Backpack Item.
Turn to 70.
110
‘None passin' by 'ere,’ she says, her voice heavy with a highland accent. ‘Track go t' top o' Beacon 'ill an' no mor'n that.’ You sense that the old woman is telling the truth: the riders have not come this way and the track leads nowhere — it is a dead end. You thank her and bid her farewell before turning around and descending the track.
Turn to 330.
111
A yellow velvet pouch hanging from a dead pirate's belt catches your eye. You cut it free and discover that it contains some Potion of Laumspur, a herb with well-known healing properties. This pouch contains enough of the herb to restore 4 lost ENDURANCE points. You may either swallow the Laumspur now or place it in your Backpack for future use.
Turn to 77.
112
The creature shudders and its arms jerk, clawing at the air. As it dies, its body twitches with a few final convulsions. You stare down at the hide
ous carcass but quickly pull away when you notice that its fur is alive with crawling parasites. They know instinctively that their old host is dead, and they are abandoning the body in search of a new one.
You hurry over to the altar where you fill your glass jar with Taunor Water. (The healing spa water will restore 6 ENDURANCE points.) You may drink the Water now or place the glass jar in your Backpack for future use. If you do keep it, mark it on your Action Chart as a Backpack Item.
If you now wish to search the rest of the chapel, turn to 24.
If you decide to return to Cyrilus, turn to 338.
113
This is not the correct answer. The conjurer stated that at least one child was lying, and if one lied then the other could not have been telling the truth. The right answer is that both children lied, so unfortunately you have lost the gold you wagered.
Erase the Gold Crowns you staked on the conundrum from your Action Chart before approaching the bar and enquiring about a room for the night.
Turn to 253.
114
You silence the robber's whispered threats, slamming your clenched fist into his throat and at the same time grabbing hold of his tunic with your other hand. He tries to scream but his larynx has been crushed by your blow. He gurgles pitifully as you twist him around to shield yourself as his accomplice lunges with his dagger. It sinks deeply into the robber's heart, and as he slumps to his knees, you draw your own weapon and attack his startled killer. Due to the surprise of your attack, you may add 2 to your COMBAT SKILL for the first round of combat.