Trail of the Wolf

Home > Other > Trail of the Wolf > Page 14
Trail of the Wolf Page 14

by Joe Dever


  Turn to 180.

  232

  With fearful disquiet, you take your first faltering steps into the dead forest of Helkona. This timberland reeks of sulphurous decay, and the perpetual half-light of the Darklands lends it a fearsome aspect. Guided by your Kai tracking instincts, you forge a northerly course through this poisoned maze of twisted trunks and thorn-guarded scrub, until you are halted by a violent tremor that makes the ground heave and split. You grab at a knotted bough to stop yourself from falling, but the rotten wood crumbles in your hand and you are knocked off your feet. Close by, a fissure opens in the dusty ground, and from its depths there emerges a host of giant black flies. They take to the air and swarm above you, their ghost-grey wings buzzing loudly. You sense that they are hungry and are preparing to launch an attack.

  Illustration XIV—From the depths of the fissure there emerges a host of giant black flies.

  If you wish to try to evade this swarm of hostile giant flies, turn to 310.

  If you decide to stand and defend yourself, turn to 68.

  233

  Forewarned by your senses, you leave the panel and retreat from the alcove. You are passing by the iron door when suddenly you catch the sound of voices coming from somewhere on the other side. Suspicion and curiosity prompt you closer, and cautiously you place your eye to the door's peephole.

  To continue, turn to 223.

  234

  You are able to determine that most of the powders and crystals stored on these shelves are either poisons, narcotics, or sorcerous concoctions. There are more than eighty vials here, yet only two contain substances that can be used to cure or heal. The first is Venell (a healing powder that will restore 5 ENDURANCE points per dose when swallowed with a Meal), and the second is Tortwich (a crystalline salt that will restore 3 ENDURANCE points when consumed after sustaining wounds in combat).

  There are sufficient amounts in the vials to provide 2 doses of each substance. If you wish to take either or both of these curatives, remember to adjust your Action Chart accordingly.19

  To continue, turn to 30.

  [19] Each vial takes up one Backpack slot. You may use the Venell at any time during the game if you possess a Meal and wish to use it, or if one can be obtained by the use of Grand Huntmastery.

  235

  Your Kai Sixth Sense warns you that if you remain close to the edge of the fissure for very much longer, your equipment and clothing will burst into flames. Mindful of this danger, you hurry along the fissure's crumbling rim in an attempt to get through the breached wall.

  Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked. If your current ENDURANCE score is 25 or lower, deduct 1.

  If your total score is now 3 or lower, turn to 336.

  If it is 4–7, turn to 103.

  If it is 8 or higher, turn to 194.

  236

  Lone Wolf sees the threat and swiftly he turns his outstretched hands towards the speeding orb. He mouths the words of an Old Kingdom Spell and a sudden gust of wind deflects the deadly device away from the cage. With grim satisfaction, you watch as the orb and its trailing chain explode above a crowded avenue, showering flaming oil upon the heads of the Hammerland bandits who have gathered there to watch your dramatic escape.

  Turn to 5.

  237

  Your mental commands confuse and anger the young warhound, inducing its attack. Hurriedly you draw your weapon from its scabbard as the Akataz makes a frenzied leap for your throat.

  Akataz: COMBAT SKILL 25 ENDURANCE 20

  If you win this combat in three rounds or less, turn to 293.

  If you win the fight in four rounds or more, turn to 184.

  238

  When you crash down among the bones and cadavers that carpet the floor of the necromancer's hall, you lose a grip on the hilt of your Kai Weapon and it skitters away. It buries itself beneath a heap of foul-smelling detritus, and quickly you scramble after it on your hands and knees.

  If you possess Grand Weaponmastery and have attained the rank of Kai Grand Sentinel or higher, turn to 229.

  If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 334.

  239

  Feeling revived after your brief rest, you decide to climb the tallest of the nearby trees in the hope that you can pinpoint your present location. Your effort is rewarded when you see the uppermost towers of Gazad Helkona rising above the tree-line less than fifteen miles to the northeast. With luck you should reach the fortress within four hours.

  It is only an hour later when you happen upon a broad track through the forest. Its loose surface is rutted with wagon tracks, and when you look more closely, you discover evidence of traffic having passed this way recently in both directions. Bordering upon this trail are several prickly shrubs which are covered with tiny purple buds.

  If you wish to examine the purple buds, turn to 81.

  If you choose to ignore the shrubs and follow the trail northwards, turn to 120.

  240

  The tunnel leads to a circular shaft which is lit intermittently by a pulsating crimson light flooding down from above. You ascend this shaft by means of a broad circular staircase, and you stop to rest when you come to a landing that is halfway from the top. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

  To continue, turn to 126.

  241

  You are examining the keyhole, confident that you will be able to pick this simple lock, when suddenly you hear noises echoing from the tunnel behind. Anxiously you glance over your shoulder and see four Drakkarim in the distant mess hall. They are armed with spears and they are striding purposefully towards the tunnel. Galvanized into action by their sudden appearance, you abandon the lock and resolve instead to jump across the open drawbridge.

  Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE score is 25 or lower, deduct 2 from the number you have picked.

  If your total score is now 3 or lower, turn to 297.

  If it is 4–8, turn to 316.

  If it is 9 or higher, turn to 114.

  242

  Your net hits the Drakkar's shield and splashes across the broad staircase, blocking it with a latticework of gluey fibres. The assault trooper discards his shield and calls to his comrades to help him cut a path through your magical net. They respond eagerly, and as half their number race up the steps to hack at the sticky strands, the rest kneel down and open fire at you with their crossbows.

  Turn to 180.

  243

  The whirling shadow of Zorkaan is shrinking and condensing. It coalesces to form a funnel of choking black fog that hovers menacingly above the corpse of the necromancer. The narrowest part of this swirling cone of darkness pierces the dead sorcerer's chest and, in the blink of an eye, Zorkaan takes control of Xaol's lifeless cadaver.

  If you possess a Black Amulet, turn to 156.

  If you do not possess this Special Item, turn to 222.

  244

  Your natural stealth and agility enable you to leave this entrance hall unseen. As you pass through the archway and ascend the steps to a landing on a level above, you can hear the Drakkarim in the hall below, oblivious to your presence.

  Turn to 6.

  245

  You speak the words of the Brotherhood Spell Lightning Hand and level your right arm at the Urgaroh. Then a crackling bolt of energy leaps from your open palm and strikes the creature's chest, knocking it to the floor with the force of its impact.

  To continue, turn to 148.

  246

  Your Kai Discipline helps you to recognize the purpose of this pipe. It is a crude tin whistle which can be used to summon and control a Kraan. If you wish to keep this Kraan Pipe, record it on your Action Chart as a Backpack Item.

  To continue, turn to 232.

  247


  The wolfhound halts beside your hiding place and circles around and around, as if it is chasing its own tail. Upon seeing this, the bandits howl with laughter. When finally they catch up with their confused warhound, they grab it by the scruff of its neck and fix a chain leash to its collar. Then they attempt to drag the confused beast away, but defiantly it resists their every effort to make it abandon the statue.

  If you possess Assimilance, turn to 113.

  If you do not possess this Discipline, turn to 76.

  248

  You place an Arrow to your Bow and take aim at the centre of the crystal sphere. Then you release your straining bowstring and send your steel-tipped missile whistling towards the sorcerous orb. But before it strikes its mark, the Arrow is deflected away by a sudden gust of icy-cold wind. This supernatural draught takes hold of your missile, spins it around in mid-air, and sends it speeding back towards your startled eyes!

  If you possess Kai-alchemy and wish to use it, turn to 214.

  If you possess Magi-magic and wish to use it, turn to 65.

  If you possess neither of these Disciplines, or if you choose not to use them, turn to 112.

  249

  You are within a few feet of the parapet when you inadvertently dislodge a loose block of stone. Frantically you scramble to find a new handhold, but the falling block hits your legs and you are sent tumbling backwards to the ground. You land upon a mound of rocks at the edge of the fissure, and suffer a crushing blow to the back of your head that renders you unconscious. Mercifully, you are spared further pain when you roll off the mound and plummet into the fiery fissure.

  Tragically, your mission ends here beneath the walls of Gazad Helkona.

  250

  You feel the air seething with currents of magical force, and you shiver with a dread premonition that you are in great danger. Then a crackling sound draws your attention back to the twin pedestals.

  These columns are now engulfed by coils of electrical energy that weave intricate patterns around the stone surfaces. Slowly the pedestals seem to lose their solidity; they melt and change. Then, with a blinding surge of power, the crackling coils of energy disappear completely and you find yourself staring into the eyes of two nightmarish creatures.

  Slowly, these squat, horny-skinned horrors creep towards you on their clawed feet. Baleful eyes roll like misty spheres in their sockets as they inch closer. Both are armed with heavy iron battle-axes which they hold aloft with frightening ease, revealing the immense strength in their muscular, scaly forearms. Cold sweat drips from your brow as you unsheathe your Kai Weapon and prepare to do battle with these implacable horrors.

  Illustration XV—Two nightmarish creatures creep forwards on clawed feet.

  Helkona Xaghash: COMBAT SKILL 52 ENDURANCE 58

  If you possess the Kai Weapon ‘Spawnsmite’ you may add the bonus gained from its unique properties during this combat.

  If you win the combat, turn to 116.

  251

  Spatters of molten rock rain down from the sky to sear your neck and shoulders: lose 2 ENDURANCE points. Frantically you scramble to your feet and run blindly through the trees in desperation to escape this unexpected deluge of fire. All around you, the tinder-dry wood is being ignited by droplets of red-hot lava. Trees crackle and explode, spreading the fire with alarming speed. You dare not stop as you race through the raging flames and escape towards the north.

  After what seems like hours, the tremors cease and the hungry flames recede. Gasping for breath, you stop to rest in a shallow rocky basin that is ringed by fallen trees. You must now eat a Meal or lose 3 ENDURANCE points (you cannot use Grand Huntmastery in this instance, for there are no flora or fauna that you can forage for in the petrified forest of Helkona).

  Feeling revived after your brief rest, you decide to leave the basin and climb the tallest of the nearby trees in the hope that you can pinpoint your present location. Your effort is rewarded when you see the uppermost towers of Gazad Helkona rising above the tree-line less than fifteen miles to the northeast. With luck you should reach the fortress within four hours.

  It is only an hour later when you happen upon a broad track through the forest. Its loose surface is rutted with wagon tracks, and when you look more closely, you discover evidence of traffic having passed this way recently in both directions. Bordering upon this trail are several prickly shrubs which are covered with tiny purple buds.

  If you wish to examine the purple buds, turn to 81.

  If you choose to ignore the shrubs and follow the trail northwards, turn to 120.

  252

  You scour the gallery in case the bandits were not alone, but the upper reaches of this hall are empty and you feel confident that your confrontation has not been witnessed. To avoid the risk of their bodies being discovered, you dispose of them by lifting each one onto your shoulder and heaving them over the balcony. They drop into the fiery pit that blazes in the hall below, and are quickly consumed by the flames. Then you hurry around the gallery to the staircase opposite.

  Here you discover a short flight of iron steps that ascend to a long, low-ceilinged hall. This hall has plastered walls which are decorated with frescoes depicting enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three identical doors recessed into the painted wall.

  If you possess Telegnosis, turn to 107.

  If you do not, turn to 174.

  253

  As your blade cuts down the third and last of your adversaries, you step back and sheathe your weapon. Then you cover your sightless eyes with the palms of your hands. Using your Magnakai Curing skills, you channel your innate healing powers through your palms and into your eyes, quickly mending the damaged tissues. When your vision returns, the first thing you see is the bodies of three Hammerland bandits lying sprawled on the ground at your feet. Anxious to hide them in case they should betray your presence here, you drag each of your slain foes across the broken altar and into the alcove. Here you begin burying their corpses beneath the dust and rubble.

  If you wish to search the Hammerlanders before you cover them, turn to 109.

  If you do not, turn to 290.

  254

  The deadly bolts slam into the parapet and whistle past your head. One bolt passes so close that it skewers the collar of your tunic and grazes your throat: lose 1 ENDURANCE point.

  Warm blood trickles down the side of your neck as instinctively you duck back behind the safety of the parapet. Your close brush with death tells you that these Drakkarim warriors are a determined enemy. You know that you must do everything in your power to prevent them from reaching the roof if you are to have any hope of escaping from Gazad Helkona alive.

  To continue, turn to 220.

  255

  Instantly, you recognize the chilling shriek of Zorkaan the Soultaker, and you recall in vivid detail the combat that took place between you and this foul entity just a week ago in the citadel of Skull-Tor. Wary of his psychic powers, you muster your mental defences in readiness to counter any attack that he may launch upon your mind.

  If you possess Kai-screen, turn to 59.

  If you do not possess this Discipline, turn to 191.

  256

  You reach the stairs undetected and run up the steps to the first floor. Here you discover a wooden door banded with criss-crossing strips of enamelled iron. At its centre there is a polished black handle and a dial which is ringed with numbers. You examine the dial closely and determine that it controls a combination lock. By turning the dial to its correct numerical setting, you will cause the lock to disengage and the door will open.

  Using your Kai Sixth Sense, you discover that the correct setting is the same as the distance in miles that you travelled aboard the Cloud-dancer, from the Kai Monastery to the Shezar Hills, divided by the 50 miles that you travelled on foot from the Shezar Hills to Gazad Helkona.

 
If you think you know the solution to this question, turn to the section of this book that is the same as your answer.20

  If you cannot answer the question, or if your answer turns out to be incorrect, turn instead to 195.

  [20] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

  257

  The rod hits the landing and explodes with devastating effect. The advancing enemy are engulfed by a searing ball of yellow and orange flame; then an entire section of the landing and stairs is destroyed by a deafening explosion. You cover Lone Wolf with your body and protect him as fragments of masonry smash into the dome, and a shower of broken glass cascades onto the observatory platform. When finally the dust and debris clear, you struggle to your feet and survey the destruction.

 

‹ Prev