Wolf's Bane

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Wolf's Bane Page 21

by Joe Dever


  You are now anxious to leave this place in case the creature's death-cry has alerted others of its kind. By way of an iron staircase, you leave this cellar and emerge through a trapdoor into a street adjacent to the hall.

  Turn to 71.

  334

  You have come to the edge of a deep canyon. The verdant walls of this massive gorge are carpeted with a rainbow of colour and the air is alive with the busy noise of huge, buzzing insects. Everything is fecund and fertile and dripping with humid jungle heat. High above the gorge you glimpse for the first time the source of the light which illuminates this strangely wonderful realm. The canyon is set within a cavern, the walls of which seem to engulf the sky. At its apex there is an oval-shaped vent through which a concentrated shower of amber rays pours down, like sunbeams through a stained glass portal. You watch in awe as flights of dragonflies, each as large as a Vassagonian Itikar, circle languidly above the canyon on gossamer wings. They shimmer like streaks of liquid silver as they ride the thermal currents. The sight is one of great beauty, yet one you cannot fully enjoy. The instinct which led you to the rim of this gorge now tells you that the source of the power you seek lies several miles away and above, beyond the vent that is the source of this cavern's light. Carefully you consider your predicament and determine that in order to escape, you must reach the vent — an exit that lies more than a thousand feet above the rim of the gorge.

  If you possess Kai-alchemy (and wish to use it) and have attained the rank of Kai Grand Crown, turn to 329.

  If you possess Kai-alchemy (and wish to use it) but have yet to attain the rank of Kai Grand Crown, turn to 146.

  If you do not possess this Discipline, or if you choose not to use it, turn to 116.

  335

  You emerge through the steel roof of the tower and catch a fleeting glimpse of the rain-swept city far below. Suddenly there is a tremendous flash, closely followed by the concussive blast of a terrific explosion. This shock wave hits you from behind, leaving you feeling as if you have just been kicked in the back by an angry mule.

  Fortunately your winged mount is able to ride this shock wave which helps propel it upwards at great speed into the base of the thick black storm clouds.

  Turn to 310.

  336

  The passage leads to a landing where a circular staircase gives access to levels above. As you climb the stairs, you are filled with a growing sense of uncertainty and dread as you ponder what may await you in this alien tower. Yet these feelings of impending doom are quickly banished when you reach the third level, for here you pick up the trail of your adversary. Your tracking skills determine that his trail is fresh and you pursue it eagerly.

  You pass through a maze of empty passageways which leads eventually to a large, circular hall. Cautiously you approach the entrance and peer inside. Your tracking skills and your curiosity are handsomely rewarded when you see Wolf's Bane; he is standing alone and he is unaware that you have found him.

  Turn to 100.

  337

  ‘This way, my lords!’ shouts Foilan, as he spurs his black mare along a mist-wreathed street that snakes through Tyso's shabby North Quarter. The street is deserted yet many citizens witness your passing. Their eyes glint in the moonlight as they peep through the smoky yellow panes of their windows, their curiosity and fears awakened by the clatter of your horses' hooves.

  At length the street opens onto a wider avenue which gently descends towards a sprawling expanse of derelict ground surrounded by a tall, moss-covered perimeter wall. Several dozen guards and rangers have gathered at a distant archway in this wall and, by magnifying your vision, you can see that they have erected a barricade which completely blocks the entrance to the burial ground beyond.

  The Reeve-lieutenant tells you to wait here with your men. Then he goes forward to inform the guards of the situation and to tell them that you and your companions are not Kai impostors. On seeing his signal, you move forward and join him at the archway. At his command, the guards hurriedly clear away some of the rubble which fills the entrance, enabling the five of you to dismount and proceed into the necropolis on foot.

  In the moonlight, the burial ground has a certain ghostly beauty. There is an aura of sad serenity surrounding its mouldering tombs as, with the passing of centuries, they crumble to dust and disappear with their secret memories of another age. But all is not what it seems. Your Sixth Sense detects the lingering aura of an evil entity that has invaded this place. A glance at your fellow Kai tells you that they, too, can sense its presence.

  You clasp the Platinum Amulet and feel a tingling vibration run through the palm of your hand. The sensation grows stronger as you move along a weed-choked path which leads to a shadowy tomb. With the passage of the years this tomb has settled lopsidedly into the soft Tysoan earth, yet a flight of damp stone steps descends to where its door once was. As you draw nearer, you notice that all that now remains of the door is a mound of broken rubble.

  If you possess Telegnosis, turn to 256.

  If you do not, turn to 318.

  338

  When you strike your final blow, the limbs of the Meghanic come adrift from its torso and it disintegrates into a heap of buckled metal. You sift through this scrap and discover nothing of value, save for the warrior's Sword.

  You leap over the battered remains and continue along this winding tunnel until you reach an empty chamber. Here you can feel a warm breeze and you sense that it comes from a stairwell in the far wall. When you investigate, you rediscover Wolf's Bane's footprints clearly embedded in dust on the stone steps. You cast your hands over them and detect that this is not a false trail; your enemy passed this way sometime within the last hour.

  Slowly you ascend the stairs and arrive at the arched entrance to a large, vaulted stone chamber. Gathered around a fountain set into its north wall are a group of six grey-skinned humanoids. They are busy drinking a clear, oily fluid that pours from the fountain's spout into a semicircular trough. All are barefoot and clad in rags, and they are each armed with a spear and a bow. The only exit from this chamber appears to be an archway set high in the north wall. There is a balcony in front of it that can only be reached by two flights of stairs which rise up on either side of the fountain.

  Quietly you observe the creatures slaking their thirsts, and you try to formulate a way in which you can get past them and reach the balconied exit in the north wall.

  If you possess a Bow and the Discipline of Magi-magic and have attained the rank of Kai Grand Guardian, turn to 138.

  If you possess Kai-alchemy and have attained the rank of Grand Crown (and wish to use it), turn to 26.

  If you do not possess these skills, or a Bow, or if you have yet to attain the required levels of Kai Mastery, or if you choose not to use either of them, turn to 121.

  339

  From the cover of a leafy bush you observe the primitive settlement for several minutes. (During this vigil, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.) But as time ticks by you become increasingly restless. The hut into which your enemy ran is a small, single-roomed hovel, yet you can detect no movement within it. Prompted by a gnawing fear that you may have allowed Wolf's Bane to escape, you move closer to the settlement under cover of the thick jungle foliage.

  Turn to 285.

  340

  You increase the rate of your ascent, but your sudden acceleration serves only to make you a more attractive target in the eyes of the predatory dragonfly. With a loud and angry buzzing noise, the creature comes soaring down upon your back like a hawk upon a bolting hare.

  Golasyx: COMBAT SKILL 49 ENDURANCE 45

  This creature is attempting to stab you with the tip of its spear-like proboscis as it swoops past; therefore you need only fight this combat for one round.

  If you inflict an equal or greater ENDURANCE loss upon the enemy in this single round of combat, turn to 163.

  If you sustain a greater ENDURANCE l
oss than your enemy, turn to 221.

  341

  You draw your divine blade and a radiant halo of golden flame caresses its razor-sharp edge. You raise the sword above your head and then strike out at the leading point of the approaching fire-bolt. There is a tremendous splash of fiery sparks as you connect with the bolt and send it arcing away to explode harmlessly against the wall of the shaft.

  The Sommerswerd absorbs some of the energy of the fire-bolt which it transfers to you through its hilt: restore 3 ENDURANCE points.

  To continue, turn to 37.

  342

  As you pass close to the creature's barbed torso, you sense that inwardly it is struggling desperately to overcome the effects of the spell you have placed upon it. Its body begins to twitch as its great crushing coils go into spasm. Sensing that it is about to break free, you cast the spell again to reinforce its effect.

  Your second casting of the spell keeps the serpent from breaking loose and swiping you with its deadly tail, but the double use of Old Kingdom magic takes its toll on your physical stamina (lose 5 ENDURANCE points). With the serpent subdued, you are able to reach the safety of the exit and make your escape unscathed.

  Turn to 115.

  343

  Alyss draws 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.

  Illustration XX—Alyss creates a cocoon to protect herself and the Moonstone.

  Naar is now aware of your true identity. He also senses that you have made no effort to reach the Shadow Gate and so he moves away from Alyss, seemingly happy to allow his minion to press on with the attack while he devotes his undivided attention to you.

  If you possess the Sommerswerd, turn to 132.

  If you do not possess this Special Item, turn to 147.

  344

  You race along the passageway and turn the corner to see a tunnel sloping away into the gloom. The walls and ceiling are dripping wet, indicating to you that this dingy passageway passes directly under the stream. You hurry along its narrow confines, your shoulders grazing its muddy walls as you run, until you arrive at a flight of steps that ascend to an archway supported by thick wooden beams. Beyond the arch lies a large subterranean chamber that is daubed and decorated with runes and evil insignia. It is a primitive temple and it radiates an aura of Evil so malicious that it makes your skin crawl.

  On the far side of this unholy place, you see a stone altar standing before a huge boulder that has been crudely chiselled to resemble a grinning human skull. An eerie green glow pulsates from the eye sockets of this great skull-rock, and a mist swirls from its open jaw. Wolf's Bane is at the centre of the chamber but he is moving quickly towards the altar. You command him to stop and face you, but he ignores your order and continues running until he reaches the jaw of the great stone skull, which is flanked by two staves of iron set into holes in the ground. Gasping for breath, he now turns to face you. For a moment his evil eyes dart towards one of the iron staves and he reaches out a hand as if to grasp it. But, seemingly, he changes his mind. He sees you entering the temple and he turns and runs into the open jaw of the skull to be swallowed up by the roiling mist.

  Quickly you pursue him, confident that you can maintain the upper hand so long as you do not lose his trail.

  Turn to 140.

  345

  Beyond where the illusory north wall once stood, you can now see a small antechamber which is wreathed in acrid blue smoke. Gradually this smoke dissipates to reveal a shallow plinth upon which lies a bronze urn. This heavy object rests on its side and a quantity of pale grey ash has spilled from its hinged lid. Cautiously you approach the urn and see that there is an inscription engraved on its side. From this ancient script you learn that the ashes are the last remains of Baroness Garrulen, the wife of Hul — third Baron of Tyso. Glinting half-buried in the ash, you notice a ring encrusted with crimson gemstones. (If you wish to keep this Ruby Ring, record it on your Action Chart as a Special Item.)

  You are righting the urn on its plinth when you hear Steel Hand calling you. He has found something among the rubble which litters the floor at the rear of the antechamber.

  Turn to 35.

  346

  Your efforts are rewarded when the dragonfly responds to your healing powers. Consciousness and strength return to its battered body and the creature is able to pull out of its dive before it is too late. It swoops deep into the cavernous moat of the tower to gather speed for its slow ascent into the clouds. As you climb past the top of the tower you see that the dragonfly pens have been completely destroyed by the explosion. Fire rages through the uppermost levels of the tower, and it is spreading quickly to the other levels below.

  Turn to 310.

  347

  You stop to use your Magnakai Discipline of Divination, to determine which passage you should follow. Unfortunately, you are still unable to detect your adversary's trail and you cannot determine any difference between the two passages.

  If you decide to explore the left corridor, turn to 95.

  If you choose instead to explore the right corridor, turn to 137.

  348

  Your final blow cleaves the head from the chained serpent and sends it spinning into the air. It collides with the ceiling and rebounds to splash loudly into the mire. For a moment it bobs on the surface, its lifeless eyes glazed and opaque; then it sinks slowly beneath the foam. Breathless from the fight, you sheathe your weapon and wade across the slimy ichor-stained waters towards the mouth of the tunnel where you make a hasty escape from this hostile cavern.

  Turn to 115.

  349

  The warrior skids to a halt and stares down in disbelief at the legs of his slain comrade that protrude from beneath the fallen cylinders. You seize the chance to attack and you move up behind him and leap onto his undefended back. He fights tenaciously to free himself, but his struggle ends abruptly when you rip a steel cable from the canister that is strapped to his back. There is a dull boom, and an eruption of blue-white flame shoots from the top of the canister, burning open the back of his helm. The force of this blast hurls him forwards and leaves him sprawled across the cylinders that cover his slain comrade. For a few seconds a spidery net of pulsating light enshrouds the two lifeless warriors; then it crackles and disappears, leaving behind an acrid stench of scorched metal and roasted meat.

  Turn to 21.

  350

  As the last of the creatures dies, you leap over its heaped body and stumble through the Shadow Gate into a whirling oblivion. The last image that burns itself into your memory is that of Alyss slowly succumbing to the relentless blows from Kekataag's axe. The memory of her fearless bravery strengthens your spirit and resolve to forever serve the forces of Good against the accursed hordes of darkness.

  Congratulations Grand Master — you have won a great victory over the forces of Evil. You have defeated Naar's sinister plan to destroy you and conquer all of Magnamund. But, as you return through the Shadow Gate to the land of your birth, you know that the fight against Evil is not yet over. If you are to prevent the Dark God from launching his armies of night into Magnamund, you must return to the Plane of Darkness and retrieve the fabled Moonstone. Only by doing so will Magnamund be safe from the ravages of Naar's unholy hordes.

  It will be a supremely perilous mission, perhaps the most dangerous you have ever undertaken. If you possess the true courage of a Kai Grand Master, the ultimate quest awaits you in the climax to the Grand Master series, entitled:

  The Curse of Naar

  Numbered Sections

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50: 41 42 43 44 45 46 47 48 49 50

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  131-140: 131 132 133 134 135 136 137 138 139 140

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