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The Prisoners of Time

Page 6

by Joe Dever


  If you possess the Magnakai Discipline of Divination and wish to attempt to communicate telepathically with the leader, turn to 347.

  If you choose to draw a weapon and prepare to defend yourself, turn to 184.

  If you decide to raise your hands in surrender, turn to 98.

  68

  You are in combat with two Agtah scouts, who are determined to fight you to the death.

  Agtah Scouts: COMBAT SKILL 26 ENDURANCE 21

  These creatures are immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 3 points for the first two rounds of combat, owing to the speed and surprise of their attack.

  If you win the combat, turn to 101.

  69

  Your senses scream a warning that the trees harbour hidden enemies. They are lurking, ready to ambush anyone who attempts to cross the bridge. You tell T'uk T'ron and immediately he orders his guards to dismount and take cover behind their chariots while he and his driver go forward to examine the damaged bridge.

  If you wish to go with T'uk T'ron, turn to 282.

  If you decide to stay with his guards defending the chariots, turn to 158.

  70

  The stairs lead to a passageway, which gives access to a street via hinged stone portals in the ceiling. You climb through one of the portals to emerge on a gloomy street corner.

  Few walk the shadowy avenues of Haagadar: the atmosphere is so thick with the smell of salt and sulphur that those whom you do pass are unrecognizable behind the damp pads they press to their faces to ward off the cloying stench. The dimly lit street ends at a central square, where you witness two encouraging sights. Roped to a stone monolith at the centre of the square is a huge, black bird — the scarlet warrior's winged steed. Behind it, rising in flat-topped tiers is the Temple of the Sandai. Two armour-clad creatures stand guard at the entrance, their rusty helmets crudely adapted to hold their face pads in position. You sense that the Lorestone is here, within the temple, and you scan every inch of it in the hope of finding an unguarded entrance. There are no other doors, but a circular, chimney-like vent protrudes from the middle of the highest tier.

  If you decide to climb to the top of the temple and attempt to enter through the vent, turn to 217.

  If you wish to cover your face and attempt to bluff your way past the guards, turn to 38.

  71

  Aching with battle fatigue you step back from your dead foes and wipe their foul black blood from your eyes. You have won the first clash of arms but it is a hollow victory, for the whole area swarms with hundreds of their kind. Their feral eyes glint maliciously in the pale blue mist as slowly they advance once more. To stay here would be suicidal — there are so many that you would eventually be overwhelmed by their sheer weight of numbers. Reluctantly you are forced back to the Grand Sepulchre and the three tentacled horrors that command its entrance.

  Turn to 34.

  72

  In the blink of an eye you load and fire your Bow, sending an Arrow spinning towards the giant's muscular chest. The tip bores into his golden flesh but it strikes a rib and is deflected. Maddened by the sudden pain the giant bellows a rumbling war-cry and lurches forward, intent on rending you limb from limb.

  Wounded Yoacor: COMBAT SKILL 30 ENDURANCE 37

  This being is immune to Mindblast (but not Psi-surge).

  If you win the combat, turn to 56.

  73

  You rejoin the track and sprint into the forest, thankful that the canopy of branches prevents an attack from the air. You stop to catch your breath and check your equipment, and discover to your dismay that the creature's attack ripped open your Backpack. Several items have fallen out during your escape.

  Erase from your Action Chart half the Meals you possessed, together with those items that appear second and fourth on your list of Backpack Items.

  To continue, turn to 138.

  74

  You recognize the flower to be a Haina. Its red petals are especially effective in the treatment of battle-wounds. Should you lose ENDURANCE points during a future combat, you will be able to restore 5 ENDURANCE points immediately afterwards. They can only be used after combat. If you wish to keep the Haina, mark it on your Action Chart as a Backpack Item.

  You have not eaten today and must now eat a Meal or lose 3 ENDURANCE points. If you possess the Magnakai Discipline of Huntmastery you are unable, on this occasion, to use this skill in lieu of eating a Meal from your Backpack.

  Turn to 117.

  75

  You hide beneath the leafy canopy of a flowering bush and wait in silence for the creatures to pass. Through a chink in the leaves you watch as two of them approach, sniffing the air with their ape-like noses as if they were trying to detect your scent.

  If you possess the Magnakai Discipline of Invisibility, turn to 167.

  If you do not possess this skill, pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 142.

  If it is 5–9, turn to 240.

  76

  You take aim at his right eye and release your shaft, but his reactions are lightning fast. He ducks and tries to deflect your Arrow on the reinforced crown of his helmet.

  Pick a number from the Random Number Table and add to it any missile bonuses you may have.

  If your total is now 0–4, turn to 249.

  If it is 5–8, turn to 171.

  If it is 9 or more, turn to 113.

  77

  You take aim at a yellow-fanged horror with black gums and huge, owl-like eyes, and send your shaft spinning into its chest. It continues to advance several paces, seemingly unaffected by the Arrow buried deep in its heart, until finally death conquers its will and it drops, rigid and lifeless, like a huge slab of stone. A shout causes you to glance over your shoulder and you see T'uk T'ron and the driver racing across the bridge. Another shout, harsh and bestial, draws your attention to the creature that is now leaping towards your head.

  Agtah: COMBAT SKILL 26 ENDURANCE 38

  This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Huntmastery, reduce your COMBAT SKILL by 3 points for the first two rounds of combat, owing to the surprise of its attack.

  If you win the combat, turn to 201.

  78

  Your Kai sense tells you that the food is untainted. You cannot identify any of the meats, vegetables, or fruits but you sense that they are especially nutritious.

  If you wish to eat some of the Yoacor food, turn to 119.

  If you prefer to eat a Meal from your Backpack, turn to 231.

  79

  You use your improved psychic skill to repair your thought-shield by catching and controlling part of the hostile energy being directed against you. The shadow creatures sense your psychic mastery and a whisper passes between them. They split up and the hooves of their steeds churn the cloud to a roiling ferment as they move at a gallop to surround you.

  If you possess the Magnakai Discipline of Psi-surge, turn to 270.

  If you do not possess this skill, turn to 41.

  80

  From a gold-capped leather tube Lorkon produces a map of the Nahgoth which details the location of his encampment, the burial grounds of Tolakos, and the last known position of the Chaos-master's horde. The scale is measured in leagues but you are able to calculate that Tolakos lies only ten miles from Lorkon's camp. A curvy red line has been drawn diagonally across the map to show where scouts last sighted the Chaos-master's troops, and this line passes dangerously close to the burial grounds.

  ‘You must leave as soon as possible if you are to be sure of reaching Tolakos before it is claimed by the enemy,’ says Lorkon, pointing to the bold red line. ‘This was drawn three hours ago. If the Chaos-master decides to advance, he is within eight hours' march of the burial grounds. This means that in only the next five hours can you be sure to find Tolakos unoccupied. I intend to march my a
rmy forward and hold Tolakos but I await reinforcements and I dare not move until they arrive. Therefore I will provide you with a scout who knows the area well. He will guide you to your destination — the rest is up to you.’

  Lorkon sends for the scout, a Meledorian called Odel. When he arrives he suggests that you visit the equipment tent before setting off through the forest.

  If you wish to take this opportunity to select some new equipment before venturing to Tolakos, turn to 267.

  If you wish to start your journey without delay, turn to 121.

  81

  A freezing blast of psychic force lances through your mind, filling your head with intolerable pain: lose 5 ENDURANCE points. You reel from this unexpected assault and fight to regain control over your shaking limbs.

  If you possess the Magnakai Discipline of Psi-surge and wish to retaliate against these shadow creatures, turn to 270.

  If you do not possess this skill or do not wish to use it, turn to 41.

  82

  Odel sits beside you with his back to the trunk, while he sets the metal crossbow that is strapped to his forearm. As soon as he is ready he turns, rises, and fires into the canopy of trees, sending a bronze-tipped bolt deep into the scaly belly of an Agtah sniper — your would-be assassin. The creature utters a piercing shriek and tumbles to the ground with a dull, sickening thud.

  You compliment Odel on his bow-skill and follow him as he moves forward to search the Chaos-creature's body.

  Turn to 178.

  83

  Drawing upon your psychic ability you commit yourself to a state of deep trance in which you are able to separate your spirit from your living body and step beyond your physical form. As if in a dream you move by the power of your will alone. Your astral body is naked and, although it seems no different in shape, it feels eerily light, translucent and impalpable. With total fascination you stare at your mortal form, seeing yourself for the first time as others see you.

  Your surroundings are the same but all sense of limitation is gone. You approach the door and thrust your hand against it but you encounter no obstruction. Your hand passes effortlessly through the platinum and into the corridor beyond. Intoxicated by your newfound power you venture further and explore the watchtower, its corridors, stairs, and chambers, but discover little that can aid your physical escape. There is only one exit from the tower and it is watched by more than a dozen heavily armed Yoacor guards. You are about to pass through them and continue out into the city itself when you feel your strength weakening: the time has come to rejoin your physical body. Quickly you return to the tower room, while you have power enough to spirit walk, and re-enter your mortal self.

  Your two bodies reunited, you are able to wake from your trance. You feel strangely cold and tired (lose 2 ENDURANCE points) but you remember vividly every detail of your psychic experience.

  If you wish to investigate the adjoining room, turn to 170.

  If you choose to remain in this room, turn to 219.

  84

  A sudden sound makes you spin on your heel and instinctively you crouch down ready for combat. A small group of people, dressed in costumes that look vaguely familiar, are marching along the corridor towards the balcony. To avoid them, you hurry down a narrow stair that leads to the hall below and take cover behind the overladen table. From your hiding place you observe the group make their entrance. There are six of them: four men, one woman, and one other who walks with a stoop at the centre of the group and whom you cannot see clearly. You concentrate on their clothing, for there is something about its cut and style that is definitely familiar, yet you cannot pinpoint what it is. Then suddenly you recognize it, and the shock makes you draw breath: they are wearing Sommlending costumes. The five visible faces are now all too familiar to you: Luvias Kort, the Poisoner of Tyso; Falco, highwayman and cut-throat; Aieta Nematah, the Wytch of the Kirlundin Isles; Porgron, murderer; and Gardor Vezh, Chief Druid of Malis Mound, necromancer and cannibal. These are five of Sommerlund's most notorious criminals, all of whom were sentenced to be thrown into the Shadow Gate of Toran for their crimes.

  Five pairs of startled eyes glare at the table, alerted by your gasp, and the slick sound of blades leaving oiled scabbards soon follows. The four men and the woman, Aieta, raise their swords and step forward to challenge you. As they move apart you see the sixth member of their group clearly and an icy chill runs down your spine. Slowly you shake your head in disbelief as your stare is returned by the cold, malicious eyes of Vonotar the Traitor.

  Illustration V—The five notorious criminals raise their swords and step forward to challenge you, exposing the sixth member of their group.

  ‘Long have I waited for the chance to enact my revenge on you, Lone Wolf,’ he hisses, his loathsome voice filling the hall with sibilant echoes, ‘and now my time has come. Kill him!’ he screams, maniacally, and the five spring forward, eager to obey his command.

  Villains of Sommerlund: COMBAT SKILL 38 ENDURANCE 46

  You cannot evade this combat and must fight all five enemies to the death.

  If you win the combat, turn to 120.

  85

  Using your Kai skill you urge the onipa to stop. They react to your command immediately, stiffening their forelegs and skidding to an abrupt halt within a few inches of the river's edge. Shaken but otherwise unharmed, T'uk T'ron and his driver open their eyes and stare down at the murky water, scarcely able to believe that they are still dry and in one piece.

  Turn to 348.

  86

  In a frenzy of excitement the citizens of Thas press forward on all sides, pawing, prodding, and staring slack-jawed, as you are brought along the main street, which leads directly to the grey tower. Your escort are hard-pressed to keep the crowd at bay and, by the time you reach the tower door, your clothes are dishevelled and you are scratched and bruised: lose 2 ENDURANCE points.

  With a loud, grating rumble the stone door moves inwards and you are given into the charge of three bronze-clad Ookor wardens. They usher you up a winding stair to a bare chamber, floored and walled with smooth stone slabs. Silently a section of the drab wall moves aside and silhouetted in the opening stands the tall, feline shape of a remarkable creature. ‘I am Serocca,’ she purrs, hypnotically, ‘and I bid you welcome, Lone Wolf. Come, enter my chamber, so that we may discuss your reasons for journeying so far to seek my help.’

  If you have the Magnakai Discipline of Psi-screen and have reached the rank of Tutelary or higher, turn to 311.

  If you do not possess this skill, or if you have yet to reach this level of Magnakai training, turn to 58.

  87

  The scout removes the Obsidian Seal from your tunic pocket and studies it thoughtfully. ‘Very well,’ he says, satisfied that you are the one they have been detailed to escort, ‘we will take you to Lorkon Ironheart.’ He pockets the Obsidian Seal (delete this Special Item from your Action Chart) and motions you to approach his strange, long-haired steed.

  You ride pillion behind the saddle, yet the creature's shaggy coat makes for a comfortable seat as the steed gallops like a racehorse along the winding hill road. Huge tree trunks flash past — a blur of grey and brown — and the hills gradually recede until the forest rules supreme. The scouts leave the road and follow a smaller track which delves deep into this majestic timberland. They slow their pace, feeling safer now that they are back in familiar territory, and soon you arrive at a clearing. Hundreds of Meledorian soldiers are encamped here inside a perimeter wall of earth and logs. A cordon of sentries patrols the wall: they are alert and nervous, their eyes scrutinizing every shadow. A wheeled barricade of sawn timbers protects the only entrance and, at your approach, it is pushed aside to allow you entry. A small log cabin has been built at the heart of the tented encampment and the scouts bring their steeds to a halt near its front door. Quickly they dismount and usher you inside to meet their leader.

  Turn to 207.

  88

  Warily you draw the symbol in th
e soft surface of the square and step away from the door but, as soon as your finger leaves the square, a blast of cold vapour shoots from a tiny vent and catches you squarely in the face. You choke and retch as the bitter, poisonous gas seeps into your lungs.

  If you possess the Magnakai Discipline of Curing and have reached the rank of Mentora or higher, turn to 223.

  If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 99.

  89

  The wind tears at your clothing as you fight your way slowly towards the distant gully. Your feet sink deep into the hot, shifting sands, transforming the simple act of walking into a hard and painful exertion. After what seems like an eternity you finally near your goal. You drop to your knees and crawl the few remaining yards towards the shelter of the shallow, rock-strewn trench. Gasping for breath, you bury your head inside your tunic to avoid inhaling a lungful of the sand-choked air and, gradually, your pulse steadies and your strength returns. You wait for the storm to subside but, as if in defiance of your wish, the winds grow ever stronger, whipping the sands into huge cyclones which suck countless tons of debris into their deadly, spinning cores.

  Fear returns to freeze your heart when the shadow of a raging whirlwind falls across the gully. In blind desperation you crawl towards a narrow fissure at the far end of the trench, praying that it is the entrance to a cave. This time your prayers are answered — the fissure marks the beginning of a shaft that descends deep into the volcanic rock. But as you draw closer your hopes for a safe shelter are dampened by a gruesome sight.

 

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