The Eye of Winter's Fury
Page 11
The terrorstools 0 1 1 12
Special abilities
Spore clouds: You have been temporarily blinded. For the first two combat rounds only, you must lower your speed by 1.
If you manage to defeat these fearsome fungi, remember to restore your health to full, then turn to 185.
92
(You may now remove the keyword hunted from your hero sheet.)
You recount your fight with the mammoth and the discovery of Bullet’s corpse. Jackson is silent for a moment, his magnified eye pulling back from the peephole. ‘Not sure what’s harder to believe,’ he says softly. ‘You taking down a mammoth or Bullet running dry on luck.’
You lift up the metal hipflask that the tracker had been carrying. ‘I have proof.’
The eye appears again, pressed up tight against the hole. Jackson gives a sigh. ‘Yeah, that’s his all right. Bless ’is soul.’
You hear a clink, then a hatch opens to the left of the trader. Resting on it is a small patch of white wolf fur.
‘What’s this?’ you ask curiously, stepping forward to take a better look. The guns scrape against their metal windows as they follow you. ‘May I?’ you ask, hesitating.
‘Go on, it’s a trading voucher. My way of saying thank you – for tellin’ me ’bout old Bullet.’
You pick up the fur, noticing a wolf’s head insignia inked onto the skin’s underside. (This is a White Wolf Trading Voucher. Simply make a note of the voucher on your hero sheet, it doesn’t take up backpack space.) The voucher entitles you to one free item from the White Wolf Trading Post (either clothing, weapon or equipment).
If you wish to view available items, turn to 151. Otherwise, turn to 685 to discuss something else, or return to the quest map to continue your adventure.
93
As you place the last of the wooden pieces into the growth rings a trail of light sweeps around each circle, forming a glowing pattern that radiates towards the centre. There is a sudden rumbling groan, then a tremor, causing the ground to shudder beneath your feet. Warily you back away to the edge of the room, drawing your weapons in readiness. There is another juddering tremor, then the centre circle starts to rise up out of the ground – and to your surprise, you discover it is a part of some monstrous wooden creature. Turn to 681.
94
‘There’s a hamlet two days to the south,’ says Sylvie. ‘Three if the weather’s fouled up the trails. They’re a friendly bunch around there, I make the trip several times a year, to get my paper and inks.’ She glances towards the door. ‘That sword of yours. You could probably trade it in for a horse or two and enough supplies to see you to the capital – probably convince a couple of the younger farmers to escort you. Sounds like the roads are getting dangerous now.’
You pick thoughtfully at the edge of your bowl. ‘That’s south. What about north?’
‘North?’ Sylvie blows out her cheeks. ‘Why would you want to go north? Only things you’ll find there are bears and wolves – and if they don’t get you, the winter will. Think that pretty outfit will keep out the cold?’ She shakes her head slowly. ‘I don’t think you even know what cold is, boy. Real cold. The type that snaps at your fingers and toes, and will steal them off in an instant!’ She clicks her fingers, making you jump. ‘The north will eat you up and spit you out, boy. Go south. That’s what’ll get you home the safest.’
Return to 191 to ask another question, or turn to 207 to end the conversation.
95
‘So, what yer got?’ asks Hal, peering at your bulging backpack with hungry eyes. ‘I’ll take whatever odds and ends you’re willing to spare. I can always put something to use, patching up me old girl.’
Hal will purchase any of the following items:
Item Payment (in gold crowns)
Fenrir’s fang 100
Giant’s backbone 100
Winter diamond 200
Venomous ooze 100
Maggorath’s rot 100
You may now purchase first aid supplies (turn to 639), view Hal’s weapons (turn to 728), inspect his treasures (turn to 674) or leave and return to the quest map.
96
For defeating the troll, you may now help yourself to one of the following rewards:
Gravel hooks Spine back Dusky spurs
(gloves) (cloak) (tasilman)
+1 magic +1 speed +1armour +1 magic
Ability: barbs Ability: deflect Ability: splinters
When you have updated your hero sheet, turn to 141.
97
‘I was at Antioch, in Mordland. We’d been pulling back for months, losing ground to the dark templars. I was starting to question my faith.’ Maune moves a hand to the cross, hanging from a silver chain against his breast. ‘There were demons; too many to count, let alone fight. My brothers and sisters . . .’ He stops, his face twisted by a pained memory.
‘What happened?’ you press, as the silence grows.
He sighs. ‘I had a vision, when I was lying in the mud and filth and blood of that place. I thought I would die. I was resigned to it. But the One God in his mercy was not done with me; I still had work to do. He showed me this mountain and the devastation wrought by some darker force, bigger than any we would face in Mordland. I heeded His call – and so I came, travelling the length and breadth of Valeron to reach this . . . mountain.’ He looks around with disdain, his nose wrinkling. ‘I can sense evil here, but I have yet to find its source.’ The paladin’s eyes settle on your own, questioning and challenging at the same time.
Will you:
Ask about the markings on his skin? 367
Ask for food and water? (ends the conversation) 433
Attack the paladin? (ends the conversation) 486
98
‘I must go home,’ you state, looking around for your belongings. ‘I must tell my father what has happened.’
‘I don’t think that is wise,’ states Everard, scratching the side of his chin. ‘You see . . . while you were out of it, we received news from the capital.’
His grave expression is an ill portent. ‘What?’ you ask, frowning. ‘Is it my father?’
Everard winces. ‘Look, there’s no easy way of saying this – I would have liked to have waited, until you’re—’
‘Just tell me,’ you snap impatiently.
‘He’s dead. And Malden too. They were murdered in their beds.’
You hesitate, thinking it a cruel exaggeration – some tavern rumour that has expanded in the telling. But the sombre masks staring back at you tell a different story.
‘Mordland spies, so they say.’ The robed man steeples his fingers, tapping his chin on them thoughtfully. ‘There are some of us who believe otherwise – and your own tale would confirm those suspicions.’
You remain silent, too shocked to answer – your mind still reeling.
Everard sinks into a chair, looking suddenly weary. ‘Since the second Shadow War, there has been a faction of the Church that has taken a more aggressive stance. The legion’s invasion gave them the excuse they needed, to remind us all of the evils at our door – the evils of magic.’ He glances towards Segg, who snorts dismissively. ‘The Church’s refusal to rebuild the university has angered many. Their desire to launch crusades into Mordland angered your father.’
‘I’m the only surviving heir.’ The realisation hits you like a thunderbolt. Your brothers, Malden and Lazlo, are now deceased. With no cousins, no nephews . . . .
‘Cardinal Rile is acting as regent, for now,’ says Everard. ‘Until such a time as a new king takes the throne. Some are already denouncing your line as . . . weak. Bad blood.’
You lower your head, shamed by what your family has become. ‘What am I to do?’ you whisper, studying the vivid veins that branch across your skin. ‘I don’t even know what I am any more.’
‘You’ll remain here with us,’ says Everard, rising out of his seat. ‘To the other soldiers you are nothing more than a stray, brought in with the black fever. Still recovering, I might add –
so that will explain your appearance.’
You flinch, putting a hand to your face and wondering what you will find there. ‘I can’t fight,’ you reply, honestly. ‘I never had the . . . strength before.’ You glance down at the thick muscles bunched along your arms. In places, the skin is mottled with reddish-blue blotches. It reminds you of a corpse you once saw, laid out in the palace mortuary.
(You are now inflicted with necrosis. As one of the undead, you cannot die by ordinary means. However, each defeat that you suffer in battle can cause lasting damage to your hero’s body. In the defeats box on your hero sheet, make a note of each time you lose a combat. For every five defeats, your hero must suffer one death penalty. When this occurs, roll a die to determine the penalty:
Weeping wounds. In future combats, you must lose 1 health at the end of each combat round.
Crippled. You can no longer use the ability associated with the item in your feet location.
Head blow. Each time you wish to use a speed ability in combat you must roll a die. If the result is or less, you fail to use the chosen ability. If the result is or more, you can use the ability as normal. If an ability fails, you cannot attempt to use it or another speed ability until the following combat round.
Fingerless. You must immediately destroy an item in one of your ring locations, making the necessary adjustments to your attributes. (Note: If you find a new ring on your adventures, you can equip it as normal in the empty slot.)
Nervous twitch. You can no longer use the ability/abilities associated with the item in your main hand location.
Chronic convulsions. If your health drops below 10 in future combats, you must lower your speed by 1 for the remainder of the combat.
Each penalty takes immediate effect and lasts until the end of your adventure (or until you have opportunity to remove it) – with the exception of fingerless, which ends once your ring is destroyed. If you roll on the death penalty chart and would receive a penalty that your hero is already inflicted with, you must reroll the die until you receive a different/new penalty.
‘You’ll be trained,’ says the knight firmly. ‘For the next few weeks at least, until we can decide what to do with you. That means no special treatment, you’ll just be like one of the new recruits. Lucky we had a fresh batch, so you’ll fit in fine. Of course, you’ll have to drop your name, take on a new identity here. You’re a soldier now. Understand?’ He crosses a hand to the grip of his sword, drawing it from its scabbard with a ring of steel. ‘Kneel before me.’
You do as he asks, too shocked and fearful to say otherwise. Everard lifts his sword and touches you on each shoulder with the flat of his blade. The holy inscriptions spark and hiss, sending a foul-smelling smoke into the air. ‘Do you agree to serve?’
‘I do.’ You lower your head, eyes straying to a cockroach as it wanders in and out of a crack in the stonework. ‘I will serve.’
Everard turns his sword over, holding it aloft. The cross of the hilt forms a bright crucifix. ‘As the sins of the cursed were once visited upon Judah, so may those sins be heaped upon you should you ever knowingly or willingly violate this solemn vow.’ He steps back, gesturing for you to stand. ‘Rise, soldier – I now pronounce you a knight of the Last Order.’
Turn to the first map to begin Act 1 of your adventure (see inside front cover). Choose where you want to visit by turning to the entry number displayed next to the shield. As a novice adventurer you may want to explore Bitter Keep first (turn to 113), before embarking on one of the green quests. Good luck!
99
You step away from the pitiful creature, lowering your weapons. ‘No tricks,’ you rumble, eyeing him suspiciously. ‘I already tire of your games.’
The squirrel rolls back to his feet. Then he puts a hand to one of his many pouches.
‘Not so fast!’ You lunge forward, your weapons finding his throat once again. The squirrel leans away startled, his whiskers twitching.
‘I offer no harm, rata-rata. Just a token . . . If I may?’
You nod warily, watching him closely as he pulls open a leather sack. After much rummaging, he produces a large silver acorn. He offers it out to you on the palm of his paw. ‘Plant this in soil when you have need of me – and aid will come.’
You glare at the acorn, then back at Ratatosk. ‘How do I know it won’t summon another one of those monsters?’
‘You don’t,’ he grins, his bristly tail curling over his shoulder. ‘That’s why it’s a token of trust. Take it – I know the Norr like no one else. You may have need of my . . . powers.’
You have gained the silver acorn (simply make a note of this on your hero sheet, it doesn’t take up backpack space). After pocketing the acorn, you look back at Ratatosk. The squirrel gives a mischievous chuckle, then scampers to the edge of the tree. ‘Remember one thing, rata-rata.’ His tail swishes to the side as he looks back. ‘I am what I am, no more no less. But the witch, rata-rata . . . she has many servants, many faces.’ With a peel of chattering laughter, he leaps off into the pale mist. Turn to 616.
100
Your next jump is mistimed, pitching you forward onto your stomach. As you scramble to your feet, three of the dogs successfully make the jump, their slavering jaws looking to tear you to pieces. You must now fight:
speed Brawn Armour Health
Pack dog 2 1 1 12
Pack dog 1 1 1 10
Pack dog 0 1 1 10
Special abilities
Outnumbered: At the end of each combat round, you must take 1 damage from each surviving opponent, ignoring armour. This ability only applies while you are faced with multiple opponents.
If you manage to send these dogs packing, turn to 280. If you lose the combat, remember to record your defeat on your hero sheet. You may then attempt the combat again or return to the map.
101
The prince is light on his feet, moving deftly from stance to stance, parrying your attacks and countering with his own. You quickly lose ground to his skilful onslaught, the green-tinged flames getting closer to your back. To your surprise they give off no heat, only a fierce burning cold. But the fire’s pit is deep and sheer, its shaft stretching away to darkness.
‘I expected more from you, Arran. A prince with your learning, the best weapon masters, the best tutors.’ Sable’s dark blade cuts across your cheek. You lean away, slashing for his midriff, but the prince has anticipated your blow, sidestepping it, his boot slamming into your knee. You stagger, thrown off balance.
‘So disappointing.’ Sable raises his sword, threatening a powerful overhead swing . . .
He gives a strangled gasp, stumbling away. ‘Sleet . . .’
You sense him reaching out to the Norr, to his ancestor spirit. You do likewise, pushing your mind into Nanuk’s.
You see and taste the dead wolf . . . hanging lifeless in the bear’s jaws. Nanuk has been victorious and now his power floods into you, renewed and focused.
Snarling, you leap for the prince, realising that you now have the upper hand. With Sable’s wolf defeated, his powers are now weakened. It is time to fight:
Speed Magic Armour Health
Sable 13 8 7 80
Special abilities
Might of chaos: Each time Sable wins a combat round, roll a die to determine the nature of his attack:
or Sable heals himself instead of rolling for a damage score, restoring 5 health. (This cannot take him above his starting health of 80.)
or Sable rolls for a damage score as normal.
or Sable inflicts a curse on you. This causes three dice of damage to your hero, ignoring armour, and stops you playing any speed or combat abilities in the next combat round.
If you manage to defeat the dark prince, turn to 658.
102
The door is nudged open and a woman enters carrying a basket. She is plump and stocky, dressed in a plain wool tunic and heavy overcoat. A fringe of grey hair pokes out from beneath her hood. When she sees you, her face takes on an accusing f
rown.
‘I . . . I didn’t mean . . . I’m . . . lost,’ you stutter quickly, raising your hands in a show of surrender. Noticing the dried blood on your cuffs, you lower them abruptly.
The woman’s eyes move to your sword, her frown deepening.
‘I . . . I can explain,’ you reply, offering what you hope is your friendliest smile.
‘Go on, then,’ mutters the woman stiffly. ‘Surprise me, but it better be good.’
Will you:
Admit you are a prince who was attacked by Wiccans? 276
Pretend you are a simple traveller in need of shelter? 219
103
As you pull onto the winding pathway that snakes round the mountain you experience a sudden lurch, accompanied by a scraping thud. Twisting in your seat, you see a grapple embedded in the back of your craft, its metal chain stretching back to another racer who is clutching the other end. He is skidding along on the remains of his own sled, which amount to a few boards of wood and a skin of leather.
‘Extreme sports, man!’ he shrieks, waving his fist in the air.
Your dog-team start to slow, straining against the extra weight of your unwelcome passenger. Unless you can cut them loose quickly, you will be overtaken by the other racers. Not only that – the man has now drawn a wand from his belt, its tip igniting with bright sparks. Cackling with insane glee, he thrusts the wand in your direction, sending a flurry of bolts towards your zigzagging sled.
To break through the chain you will need to take a challenge test using your hero’s brawn or magic score:
Brawn/Magic
Easy rider 16
If you are successful, turn to 267. Otherwise, turn to 708.
104
The clerk lifts his stock of furs and places them inside a wooden crate. When he turns back to you, he is shaking his head. ‘Poor quality, barely worth the shipping. Think all the best trappers must have got eaten up by one of them crevasses that keep appearing. So, what about you, eh? Make it quick, ’cos I’m shutting up shop.’