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The Chasm of Doom

Page 5

by Joe Dever


  By morning, you have reached the edge of the forest. You stare out across the fields of crops towards a small village that lies at the base of a shallow valley. The fields are only separated by narrow tracks, and these are alive with flying insects, hovering in swarms. You are walking along one of these tracks when suddenly you spot bandits ahead. They are wandering idly up the track towards you, their spears slung over their shoulders.

  If you possess an Onyx Medallion, turn to 305.

  If you have the Kai Discipline of Camouflage and have reached the Kai Rank of Guardian or higher, turn to 49.

  If you do not have this Special Item or this Discipline and Kai Rank, dive into the tall crops and hide by turning to 159.

  71

  As the warrior falls dead at your feet, you turn to rally your men. To your horror, you see three of them lying spread-eagled on the stairs, killed by crossbow bolts. The other man is wounded and surrounded by the enemy. As more guards flood into the chamber, he shouts in desperation, ‘Flee, my lord. Escape while you still can.’

  No sooner have his words echoed through the hall than a sword blade pierces his heart. You turn and run towards a distant door where a tunnel disappears towards the north. Slamming the door you draw its bolt. As you race along the dusty tunnel you pray that the door will hold and keep your pursuers at bay.

  Turn to 348.

  72

  The flat Wildlands offer no cover in which to hide from the bandit horde. You know that if you are to avoid combat with an enemy which vastly outnumbers you, you must split up your company and try to outrun them.

  You detach a troop of ten rangers to follow you and send the remainder off towards the west, in the hope that they may lure the bandits away to the Durncrag Mountains.

  With one last glance at the enemy, you lead your ten rangers on a deadly race along the Ruanon Pike.

  Turn to 211.

  73

  You circle the temple, keeping just out of reach of the blue-flamed dagger. Barraka unsheathes a scimitar with his free hand, cutting the air about your head with its mirror-like steel but drawing no blood.

  If you possess a Flask of Holy Water, turn to 283.

  If you do not possess this item, turn to 325.

  74

  The night passes without incident, and you awake refreshed by your sleep: restore 1 ENDURANCE point. After breaking camp, you enter the forested valley. Your warrior instincts warn you that the highway would be the ideal place for an ambush; the densely packed trees lining the roadside could easily conceal an attacker. As a precaution against such a surprise attack, you send three of your men on ahead with orders to report back if they should sight anything at all unusual.

  After travelling some distance, you come across the wreck of a burnt-out wagon abandoned at the side of the road. Behind it, a track disappears eastwards up into the hills. There is no sign of your scouts, who should have returned to report this abandoned wreck.

  If you wish to search the wrecked wagon, turn to 38.

  If you wish to ignore the wagon and continue along the highway, turn to 175.

  If you wish to investigate the track leading into the hills, turn to 293.

  75

  No sooner has the first warrior collapsed when another is hacking at you from the side. As you turn to face him, a spear thrust gashes your left arm and you lose 2 ENDURANCE points. You recoil in pain and, in the crush of battle, you slip and fall to the floor, which is already strewn with bodies. Then you glimpse an open door and crawl towards it.

  Pick a number from the Random Number Table. If you possess the Kai Discipline of Camouflage, add 3 to the number you have picked.

  If your total is now 0–5, turn to 192.

  If your total is now 6–12, turn to 16.

  76

  The guards will not answer your questions. They seem to be more afraid of what their leader will do if they betray him than any torture they may face at your hands. All that you can determine from their uniforms and their manner is that they are part of the bandit horde that attacked you earlier.

  If you wish to search them, turn to 268.

  If you wish to leave the chamber, turn to 64.

  77

  An evil sneer spreads across his savage face. His words sound in your mind although his lips never part. This warrior is skilled in mind combat. Unless you have the Kai Discipline of Mindshield you will lose 1 ENDURANCE point for every round of combat you fight with him. He is immune to Mindblast.

  Vassagonian Captain: COMBAT SKILL 22 ENDURANCE 28

  You may evade combat after 2 rounds by turning to 98.

  If you win, turn to 10.

  78

  As you approach they slip back their hoods to reveal two smiling faces. They seem relieved to have made friendly contact in the middle of this inhospitable wasteland. Neither of them speaks, but they remove amulets from around their necks and offer them as some kind of identification. The small wooden fish hanging on the neck-chains are symbols of a Holy Order known as ‘The Redeemers’, a silent order of pilgrims devoted to a lifetime of prayer and the study of the healing arts.

  One of the pilgrims hands you a small earthenware Flask that contains a potion of Holy Water. If you wish to keep this Flask, mark it on your Action Chart as a Backpack Item.

  Your men pitch camp beneath the marble canopy and preparations are made to get some sleep. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

  Turn to 233.

  79

  Struggling to your feet, you stagger along the forest track as it ascends into the darkening foothills of the Maaken Range. The track comes to an abrupt end at the entrance of a mine tunnel, partially obscured by foliage. You realize this must be a disused route into the Maaken Mines, for they honeycomb the foothills and mountains of this region. You know that if you can locate one of the major shafts, you should be able to trace your way through the mines to Ruanon itself.

  Just inside the tunnel entrance, you find a broken crate containing five Torches and a Tinderbox. The tunnel is pitch black and you will need at least one torch to light your way. You may take as many additional Torches as you wish before continuing, but each Torch takes up one space in your Backpack.4

  The tunnel is cold and forbidding. You explore for over a mile before arriving at a junction. Here, another tunnel branches off towards the south. It appears to be a recent excavation, and you follow it in the hope of finding a major shaft.

  Turn to 117.

  [4] Unless you already possess an alternative means of relighting the torch later (e.g. another Tinderbox or a Kalte Firesphere), record this Tinderbox on your Action Chart as a Backpack Item. It is not necessary to record the one lit torch on your Action Chart.

  80

  Although the fire has totally destroyed any markings there may have been, there still remains enough of the charred shell for you to recognize its military origin. It is a Sommlending cavalry wagon, one of three that accompanied Captain D'Val and his troop. It was loaded with food and equipment when it left Holmgard one month ago, but all that remains of its cargo now are heaps of ash. Once you have satisfied yourself that nothing has been overlooked that may give a clue to Captain D'Val's fate, you remount your horse and lead your men southwards along the highway.

  Turn to 175.

  81

  The hoarse cries of the guard echo along the tunnel. You soon reach a section where repairs are in progress; a prop in the centre of the passage supports a cracked roof beam. If you could just knock away the prop, it might cause the roof to fall in, which would seal off the passage behind you. You can now hear the running footsteps of more than one guard approaching.

  If you wish to knock away the roof prop, turn to 173.

  If you decide to ignore the prop and press on along the tunnel, turn to 224.

  82

  You have ridden less than a mile when you discover a burnt-out wagon abandoned at the side of the road. Behind it, a hill track disappears eastwards.

&nb
sp; If you wish to investigate the wagon, turn to 337.

  If you decide to ignore the wagon and continue, turn to 297.

  If you wish to explore the hill track, turn to 15.

  83

  The stairs lead down to a lower level of the mines where a passage continues southwards. You have just entered the passage when a patrol of guards suddenly emerges from a concealed door ahead. You barge through them before they can draw their weapons, but their screams of anger echo in your ears as you sprint towards a faint light in the distance.

  Turn to 199.

  84

  In the dim light of the interior, you see an old man seated at a table. The flicker of a log fire is all that illuminates this foul-smelling hovel, yet it sheds enough light for you to see the clutter of charts and strange instruments that crowd the hut. The man slowly raises his gaze from a large crystal sphere and bids you sit opposite him.

  ‘You know my name — how?’ you ask warily.

  ‘The stars foretold our meeting long ago, Lone Wolf,’ he replies, slowly passing his withered old hands around the sphere. ‘Be not alarmed by my knowledge for I wish only to aid you.’ He produces a small scroll of parchment from within his robe, and he hands it to you. Upon the scroll is written the following verse:

  When the full moon shines o'er the temple deep,

  A sacrifice will stir from sleep

  The legions of a long forgotten lord.

  When a fair royal maid on the altar dies,

  The dead of Maakengorge shall rise

  To claim their long-awaited reward.

  Illustration V—‘The stars foretold our meeting long ago, Lone Wolf.’

  You ask the meaning of the strange verse, but the old man does not answer you. He seems to have fallen into a deep trance. You lean across the cluttered table to awaken him and are shocked to see your hand pass straight through his body. Gradually his image begins to fade. Within seconds he has disappeared completely.

  You place the Scroll in your pocket. (Mark this as a Special Item on your Action Chart.) You quickly leave the hut, pausing only to wipe the cold sweat from your brow.

  Turn to 273.

  85

  You try to draw your weapon, but the creature is a swift and deadly killer. Its hollow fangs penetrate your spine, drawing out your life's blood and paralysing your body. You hear the clatter of your weapon as it drops to the floor, but you do not feel pain as you topple forwards, smashing your face against the hard, unyielding stone.

  Your life and your mission end here.

  86

  As you leap onto an overturned wagon, you catch sight of two soldiers smothering Captain D'Val with their jackets. You pray he will survive the flames and that you have acted in time to rally his scattered force. The enemy has reached the ruined perimeter of Ruanon and are now creeping forward under cover of the broken cottage walls. You shout orders to D'Val's men to hurry back to the barricade, but the enemy are only a hundred yards from the wall; is it too late to repel the attack?

  Turn to 186.

  87

  The guard is soon joined by more of his friends who give chase; you can hear their quickening pace and their harsh panting breath close behind you. Suddenly the tunnel narrows and divides in two.

  If you have the Kai Discipline of Sixth Sense or Tracking, turn to 60.

  If you wish to enter the left tunnel, turn to 199.

  If you wish to enter the right tunnel, turn to 208.

  88

  A foul odour assails your nostrils, making you choke and retch. Covering your mouth and nose you step back and raise your weapon in readiness to strike, for the creature is slithering towards you at a frightening pace. Your men rain blows upon its gaping jaws, but their blades barely scratch the creature's glistening grey skin before they are snatched and swallowed whole. Relentlessly the Stoneworm advances until it is upon you. You cannot evade it and you must fight the creature to the death. It is immune to Mindblast.

  Stoneworm: COMBAT SKILL 15 ENDURANCE 38

  If you win the combat, turn to 321.

  89

  Wildly you fight your way through a circle of bandits, guiding your horse with just the pressure of your knees. Ahead you see a ridge of muddy ground, and you charge towards it in the hope that you can rally your men. You are approaching the brow of the ridge when an armour-clad warrior charges at you from the side, his spear levelled at your throat. You cannot evade combat and must fight him to the death.

  Bandit Warrior: COMBAT SKILL 17 ENDURANCE 26

  If you win, turn to 7.

  90

  You are in combat with a Vassagonian horseman who is now on foot. You cannot evade him and must fight him to the death.

  Bandit Horseman: COMBAT SKILL 17 ENDURANCE 24

  If you win, turn to 249.

  91

  It is impossible to enter the mine on horseback, and you are forced to leave your horses outside. The mine is very dark but you are quick to notice that unlit torches hang from the walls at regular intervals. You each take a torch and light them before continuing. In the dim glow you discover footprints leading to a collapsed section of the tunnel. They continue all the way to the top of a huge mound of earth, which reaches almost to the ceiling, leaving only a small gap.

  If you wish to climb the mound and squeeze through the gap, turn to 254.

  If you decide to call off the search, you can return to the surface, remount your horses, and descend the hill track by turning to 191.

  92

  It is noon on the following day when you reach the outskirts of Eshnar. To the south, the wooded hills gradually ascend towards the magnificent snow-capped peaks of the Maaken Range. It is a beautiful sight, one of stark contrast to the squalor of Eshnar and the desolate Wildlands to the north. You ride along the only street in this dilapidated town and eventually arrive outside a large tavern called ‘The Pick and Shovel’. Your men are exhausted and badly in need of food and rest.

  If you have the Kai Discipline of Sixth Sense, turn to 210.

  If you wish to enter the tavern, turn to 132.

  If you decide to continue along the street, turn to 301.

  93

  Four swarthy-faced bandits are seated at a round table, a plan of the mines spread before them. Surprise barely has time to register upon their faces before you launch your deadly attack; three are dispatched even before they have drawn their weapons. The fourth rolls away from his dead companions and unsheathes his sword. The fire of revenge burns bitterly in his eyes as he lunges towards you.

  Bandit Warrior: COMBAT SKILL 15 ENDURANCE 26

  If you win the combat, turn to 2.

  94

  Suddenly, the boat lurches forward and you are catapulted into space. You tumble for what seems like an eternity before hitting deep water with such breathtaking force that you plunge down over twenty feet. The icy water stuns you and saps your strength. You are desperate for air. You fight to reach the surface but your Backpack drags you down; you must discard it or you will certainly drown.

  When you reach the surface, you are caught by the swift current and swept away from the waterfall. You are soon washed up upon a gravel bank at the bottom of a steep ravine.

  You have lost your Backpack and everything it contained, as well as your boat and your men. But in spite of this calamity, you are still alive and relatively unharmed.

  Make the necessary adjustments to your Action Chart before turning to 219.

  95

  ‘What proof have we that you're not bandits in stolen uniforms?’

  What can you say or do that will convince them that you speak the truth?

  If you wish to say that you are a Kai Lord and that your men are Border Rangers of Sommerlund, turn to 259.

  If you wish to show them your Badge of Rank, turn to 195.

  96

  A tentacle smashes straight through the keel with such force that the boat is lifted into the air, and you are thrown head over heels into the icy river.

 
Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 47.

  If it is 5–8, turn to 234.

  If it is 9, turn to 334.

  97

  As you emerge from the tunnel you glimpse the silhouette of the guards approaching. You curse yourself for taking the wrong route; you have now walked straight into a patrol. However, before they can catch you, you turn and make a hasty escape.

  Turn to 199.

  98

  The warrior's scimitar slices the air barely inches above your head as you drop through the trapdoor. He attempts to follow you but is forced back by your weapon blows. You manage to slam the trapdoor shut and draw the bolt, locking the warrior out of the watchtower. Wiping the grime of battle from your stinging eyes, you run down the stairs and out of watchtower door.

  Turn to 59.

  99

 

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