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The Prisoners of Time

Page 11

by Joe Dever


  Shortly after your second stop for rest you hear a sound far to your right. A tiny speck in the grey sky grows steadily larger until, at last, you are able to discern its shape. A cold chill runs down your spine when you recognize its dragon-like features: it is a Zhengha, the scourge of Guakor.

  If you wish to try to hide from the beast, turn to 157.

  If you choose to stand your ground and await its arrival, turn to 281.

  203

  Quickly you search the bodies of your vanquished enemies. You discover the following items which could be useful:

  6 Spears (Weapons)

  2 Swords (Weapons)

  1 Axe (Weapons)

  Enough food for 3 meals (Meals)

  Conch Shell (Backpack Items)

  If you decide to keep any of the items remember to adjust your Action Chart accordingly.

  To continue, turn to 153.

  204

  Swiftly you draw the broadsword over your head and take aim at the Chaos-master's heart, yet even as you make your lunge he catches sight of you and twists to avoid your thrust. The sharp blade opens a fearful gash in his side but it misses its vital target. With a roar of agony the evil god staggers back, dropping his club as he clasps his side. Pain swiftly turns to a rage that fills him with a lust for vengeance and, with a hideous scream, he lunges at you with his gore-stained hands.

  Chaos-master (badly wounded): COMBAT SKILL 38 ENDURANCE 54

  This being is immune to Mindblast (but not to Psi-surge). The Ironheart Broadsword is a magical weapon and adds 8 points to your COMBAT SKILL for the duration of the fight.

  If you win the combat, turn to 302.

  205

  With a mighty screech, the dragonmounts take to the air in unison, the beat of their great wings filling your ears with a thunderous drumming noise. Your stomach heaves as the leader tugs at the reins, sending the beast labouring steeply into the fire-orange sky. The ground below falls away at an alarming rate and within minutes you are travelling hundreds of feet above the plateau, your vision blurred by the speed of the rushing wind.

  Beneath you the trackless waste stretches away to the burning horizon. Without sun or moon or any change in the brightness of the sky you find it impossible to gauge the passage of time. Twice you lapse into sleep, for how long you cannot guess, yet each time you wake the arrow-shaped flight formation of the dragonmounts remains unchanged and the Yoacor themselves show not the slightest sign of fatigue.

  At length the featureless wastes give way to thick, violet-coloured grasslands dotted with scab-like patches of marsh and bog. The air becomes humid and the faint smell of rotting vegetation conjures up memories of time spent in the Danarg. Gradually the lowlands rise and you soar above high valleys and rock-strewn meadows, broken hills, and weather-worn crags. As you approach a narrow cleft between two mountainous peaks the leader raises his hand. Upon this signal the others close into single file. An immense crater lies beyond the pass and at its heart stands a city, the most beautiful city you have ever seen.

  Turn to 50.

  206

  Cursing vilely, he unsheathes a curvy-bladed sword and raises it to parry your first attack. You sense that he is a formidable fighter, but his wound has left him greatly weakened. His attacks are slow and erratic and you are determined to exploit your advantage to the full.

  Scarlet Warrior: COMBAT SKILL 25 ENDURANCE 30

  If you reduce his ENDURANCE to 20 points or less, do not continue the combat but turn instead to 306.

  If you kill him before his ENDURANCE falls to 20 points (that is, if you score an ‘automatically killed’ result on the Combat Results Table), turn to 123.

  207

  Seated before you at a desk lit by tall candles, one set at each corner, are two pale-skinned Meledorian nobles. The flickering yellow flame glints on the fine antique workmanship of their armour and exaggerates the shadows that play on their faces as they argue their strategies for an impending battle.

  On seeing you enter, the conference is brought to an abrupt close. One of the officers bows and takes his leave; the other beckons a scout to approach the desk and make his report. Briefly the scout tells of how they met you and what has become of your Ookor escort. He shows the officer the Obsidian Seal given to you by Serocca before leaving the city of Thas. The officer clasps the pyramidal stone in the palm of his hand then stares directly into your eyes. A tingle of surprise prickles your skin when you return his gaze, for you notice that his eyes are misty blue, without whites or any obvious pupil.

  If you have the Magnakai Discipline of Psi-screen, turn to 159.

  If you do not possess this skill, turn to 293.

  208

  At the very moment you enter the Dimension Door a sensation of incredible speed assails you. A twirling spiral of light unfolds before your eyes and you hurtle towards its core, borne along in an envelope of grey cloud. You close your eyes but the light penetrates your eyelids, growing ever brighter. It fills your head with a madness of colour and forces a silent scream of anguish from your lips: lose 3 ENDURANCE points.

  A sudden lack of air leaves you gasping for breath, but it passes in an instant and when you blink open your eyes you discover that your journey is complete: you have arrived in Vhozada.

  Turn to 228.

  209

  From the curved floor of this spherical chamber a billowing mist arises. It blurs your vision and numbs your senses. As if in a dream, you feel yourself lifted by the buoyant cloud and transported across a vast, shadowy terrain, where spirit-shapes, like wisps of white silk, swirl around you in continuous motion. At first you cannot discern the nature of these gossamer forms, but slowly they draw into focus until at last you are able to distinguish their features. A cold terror grips your mind when you realize exactly what it is you are looking at.

  If you have the Magnakai Discipline of Psi-screen, turn to 290.

  If you do not possess this skill, turn to 30.

  210

  It seems as if you have only just closed your eyes when you are woken from your sleep by the sound of Serocca's voice echoing in your mind. ‘The time has come for you to begin your journey, Lone Wolf.’ Quickly you dress and gather together your equipment before joining her at the Table of Visions. ‘I have chosen T'uk T'ron, my most able and trusted Ookor captain, and a company of his best Thas guards to escort you to Tolakos. He is familiar with the forest tracts of the Khat Trisect and he will ensure that you do not lose your way.’

  She brings forth a black box inlaid with sparkling gems and unlocks it with a star-shaped key, which she wears on a slender chain around her neck. ‘Take this, Lone Wolf, and keep it safe,’ she says, handing you a pyramid-shaped Obsidian Seal.

  ‘The war against the Chaos-master has made the Meledorians suspicious of all save their own kind, and they are wont to attack anything they fear could be an agent of chaos. When you meet them show them this seal and your safety will be assured.’ (Mark the Obsidian Seal on your Action Chart as a Special Item which you carry in your pocket. If you already possess the maximum number of Special Items permissible, you must discard one in favour of the Obsidian Seal.) ‘Do not speak of your quest to anyone except their leader — Lorkon Ironheart. Seek him out. In him you can place your trust. While you slept we communicated with our minds and he has vowed to help you find the Lorestones.’

  Turn to 211.

  211

  She puts down the black box and gracefully walks towards the narrow exit from her chamber. In the room beyond you see a stocky Ookor clad in polished bronze armour, waiting patiently for you to appear. ‘There is T'uk T'ron,’ she says fondly. ‘He will be your guide.’

  The creature brings himself stiffly to attention and salutes you with pride. ‘I am honoured to have been chosen,’ he says, using a language that approximates to your own. You return his salute then bid your thanks and farewell to Serocca.

  ‘You will succeed,’ she whispers, as she kisses your cheek. ‘You must succeed.’


  Turn to 4.

  212

  With plodding steps you set off towards the rocky cairn. Your feet sink ankle-deep into the hot red sand and you can only maintain your balance by leaning heavily into the wind. Walking soon becomes an ordeal and by the time you reach shelter you are near to exhaustion.

  Breathless and weary you crouch beside the mound and pray that the storm will soon subside. Then it occurs to you that the cairn is not a natural structure: the rocks have been stacked symmetrically, one upon the other, by someone or something who wished to leave their mark upon this wilderness. You examine the slabs more closely and discover one that is quite unlike the others. Its rectangular edges are even and its surface is mirror-smooth. Inscribed upon this slab are curious spidery markings.

  If you have the Magnakai Discipline of Pathsmanship, turn to 44.

  If you do not possess this Magnakai Discipline, turn to 260.

  213

  Your senses tell you that Lorkon Ironheart's army is within a league of Tolakos and will be here within the hour. Until then you must find somewhere safe from the chaos-horde or you will be overwhelmed and destroyed by sheer weight of numbers. Quickly you scan the surrounding crypts and note that, with the exception of the Grand Sepulchre and Baylon's Tomb, they are all in a state of ruin.

  If you wish to attack the Chaos-creatures that are blocking the entrance to the Grand Sepulchre, turn to 298.

  If you wish to run to Baylon's Tomb and attempt to hide there, turn to 166.

  214

  A terrible pain shoots through your lower body as the creature bites deep into your leg. Its razor-sharp teeth sever your femoral artery as it drags you down into the murky depths of the river. Weak through shock and massive loss of blood you slip rapidly from consciousness into the timeless embrace of death.

  Your life and your quest end here.

  215

  As soon as the guards see you approaching they shuffle inside and quickly shut the gate. Moments later they reappear on the battlements above, from where they direct a stream of twittering noises at you.

  If you possess the Magnakai Discipline of Pathsmanship and have reached the rank of Scion-kai, or if you possess the Magnakai Discipline of Animal Control, turn to 325.

  If you do not possess either of these skills, turn to 337.

  216

  Using your index finger you inscribe the symbols in the malleable surface of the blank square. At first nothing happens. Then your inscription begins to fade until it has vanished completely. You step back, but not quickly enough to avoid a massive charge of electrical energy, which leaps from a tiny hole above the door and stabs you in the chest: lose 10 ENDURANCE points.

  If you survive this grievous wounding, turn back to 25 and study the remaining symbols very carefully before you attempt to open the door again.

  217

  In the gloom you are able to reach the top of the temple unseen. The vent is wide enough for you to pass through easily but the foul odour pouring out of the funnel makes you feel nauseous and dizzy (unless you possess the Magnakai Discipline of Nexus, lose 3 ENDURANCE points due to the fumes).

  A dim light glows somewhere in the depths of the shaft and the sound of grinding machinery is carried upward on the bad air. Gingerly you lower yourself down the soot-caked shaft to a place where another vent crosses it horizontally. Ten yards from this point you find a hatch. The hatch opens to reveal an empty chamber below, with several corridors radiating from it like the spokes of a wheel.

  Turn to 195.

  218

  You whisper a warning to your guide; then simultaneously you dive for cover behind the same tree, out of the creature's line of fire. Odel rolls over and sits with his back to the trunk while he sets the metal crossbow that is strapped to his forearm. As soon as he is ready, you leap across the gap to another tree in the hope of drawing the creature's fire. Your ploy works: the sniper fires his blowpipe at your fleeting form, missing you by a wide mark, and Odel is able to pinpoint his position. He points and fires, sending his bronze bolt deep into the scaly abdomen of an Agtah sniper — your would-be assassin. The creature gives a piercing shriek and tumbles to the ground, landing with a sickening thud near the uprooted base of Baylon's Bough.

  You compliment Odel on his bow-skill and rush forward, half-crouched, to search the Chaos-creature's body.

  Turn to 178.

  219

  The room is large and airy with tall windows that look out over the city. Far below you can see the Yoacor crowding an avenue which leads to an outer level of Yanis. They move with such purposefulness that, from this great height, they resemble a vast community of worker ants. For several hours you stare down at the beautiful alien city and its industrious citizens while you try to make sense of your situation. Eventually you resolve to find out all you can from the one the leader called the ‘Beholder’. Perhaps he will be able to help you locate the Lorestones and find a way back to Magnamund. This decided you settle down to sleep.

  Turn to 317.

  220

  Your Arrow arcs harmlessly over the creature's maw and disappears into the forest. Before you have a chance to reload and fire again, it swoops down and hovers menacingly above your head, its sword-like fangs poised to strike.

  Tazgar Worm: COMBAT SKILL 24 ENDURANCE 34

  This creature is immune to Mindblast (but not Psi-surge). Owing to the speed of its attack you must fight the first round unarmed, but you may unsheathe a hand weapon for use in the second and subsequent rounds.

  If you win the combat, turn to 162.

  221

  When your shadow falls across the blue door it begins to vibrate and the surface becomes pale and cloudy. You watch in amazement as the seemingly solid slab fades and then disappears completely. Beyond the empty arch you now see a magnificent sight — a treasure vault stacked high with priceless artefacts of the Ironheart clan.

  If you wish to enter this treasure vault, turn to 7.

  If you do not, turn to 181.

  222

  The walled city of Thas, home of the Ookor, lies before you, spread out along the centre of a narrow wooded valley. The low, pyramid-shaped dwellings are built around a tower of stone, its colour identical to the drab grey of the sky. Straight thoroughfares teem with Ookor, who pass freely and leisurely through the criss-cross of narrow streets.

  The path leads down to an open gate in the city wall, guarded by two of the squat-limbed humanoids. When they see L'yan-K'ril and his patrol approaching with you in their midst they give a call and a crowd comes rushing out of the city. They gather round you, chirruping and twittering excitedly, while L'yan-K'ril tries his best to calm them down.

  Turn to 86.

  223

  Your improved Kai skill saves you from swift death by neutralizing the deadly toxins suspended in the vapour. However, when you return to the door you discover that the lock differs from that of the Grand Sepulchre in one important respect: it jams for several hours following an unsuccessful attempt at opening it. With the hordes of chaos drawing ever closer, you are forced to abandon Baylon's Tomb and search elsewhere for shelter.

  If you wish to hide in the Crypt of Juilor, turn to 272.

  If you wish to hide in the Vault of Sedron, turn to 331.

  If you wish to return to the Grand Sepulchre and force your way in, turn to 34.

  224

  You turn the three cards over and notice that a different symbol is depicted on each. The first shows a castle on a hill, the second a dragon breathing fire, and the third a black serpent with red fangs. The old crone draws patterns in the air with a crooked finger and mutters to herself unremittingly. T'uk T'ron leans forward and offers his services as translator.

  Illustration XIII—The old crone draws patterns in the air with a crooked finger and mutters to herself about the three cards laid before her.

  ‘She say that you will go to a castle far away where dragon breathes fire. In this castle is a snake. Beware this snake for it is very poisono
us. If it bite you — you dead!’

  Turn to 96.

  225

  The giant approaches, stern-faced and resolute, his huge hands poised to grab you and tear you limb from limb. Quickly you unsheathe a hand weapon and prepare to receive his attack.

  Yoacor: COMBAT SKILL 30 ENDURANCE 40

  The giant is immune to Mindblast (but not Psi-surge).

  If you win the combat, turn to 56.

  226

  Out of the corner of your eye you notice T'uk T'ron and his driver scurrying back to help defend the chariots. He shouts encouragement and you are about to reply when a tusked creature bounds forward and launches itself at you. You deal it a powerful blow, ripping it from chest to tail, but, as soon as it falls, another is leaping at you from the side.

  Agtah: COMBAT SKILL 25 ENDURANCE 33

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

  If you win the combat, turn to 201.

  227

  The starving Guakor Lizard looks at you with ravenous eyes. Its lower jaw drops open to reveal a gruesome set of curved yellow fangs, and its fetid breath washes over you in a sickening wave as it launches its desperate attack.

 

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