The Eye of Winter's Fury

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The Eye of Winter's Fury Page 36

by Michael J. Ward


  Will you:

  Trust the man and follow the bloody trail? 17

  Ask him to tell you instead? 466

  398

  You finally manage to corner the hand between two boxes. Grabbing a sack, you open it out just as the hand makes a leap for you, the ivory fingers balling into a fist. Quickly, you close the sack, holding it out at arm’s length while it bulges and shakes. After several minutes of frantic movement, the sack finally hangs still – the hand evidently admitting defeat.

  ‘You’re not actually keeping that, are you?’ asks Anise, sounding thoroughly disgusted.

  ‘Why not? It might come in handy!’

  She shakes her head.

  If you wish, you may now take the following item:

  Clackers

  (backpack)

  A skeletal hand

  with a mind of its own

  You turn back to the dusty storeroom, contemplating your next move.

  Will you:

  Open a barrel? 156

  Climb the rubble to the room above? 272

  Retrace your steps and use the stairs? 111

  399

  Searching the remains of the fire giant, you find 100 gold crowns and one of the following rewards:

  Windshear horns Dragonbone vest Entropy

  (head) (chest) (main hand: sword)

  +2 speed +2 armour +2 speed +2 brawn +2 speed +4 brawn

  Ability: piercing Ability: counter Ability: deep wound

  When you have updated your hero sheet, turn to 705.

  400

  Skoll strides over to the curving wall of branches, where you notice two objects tangled up amongst the snaking limbs. He rips away the makeshift barrier, freeing the objects. Noting your bemusement he holds them up, one in each hand. Both are made of dark iron and have a single round edge; the rest appears broken, ending in jagged points.

  ‘Fimbulwinter,’ states the warrior. ‘It was a shield, forged by the Titans. I hoped to find the last piece here, but it has gone. Instead I found the witch – and this . . . trap.’

  ‘Then how do we find the missing piece?’ You look past the warrior, to the opening he has made by tearing apart the branches. You can see a distant column of red light, spearing up into the broiling clouds. ‘What is that?’

  Skoll follows your gaze. ‘The Well of Urd. A break between worlds – our realm and the shroud. The Titans hold it closed; they sacrificed their spirits to keep it so, but the witch has found a way to weaken their power, if only for a brief time.’

  You tilt your head, taking in the turbulent sea of cloud. ‘She is summoning demons from the shroud?’

  Skoll nods. ‘To aid her in freeing the world serpent – the creature that will destroy our realm. You know little of this task. Why did you come here?’

  ‘Sura,’ you answer, after a brief pause. ‘A shaman. She believed in you – that you would reunite the tribes.’

  ‘And you were crazy enough to listen to a shaman?’ He grunts with amusement. ‘Come.’ He stuffs the fragments of the shield under his arm. ‘Whatever your cause, it can wait. We must return home – to Vindsvall.’ Turn to 292.

  401

  Rummaging through your pack, you pull out the players’ guide. You quickly flick through its pages, reading up on the rules of the game. (Make a note of entry number 776 – you can refer to this entry at any time to study the rules of ‘Stones and Bones’.) When you are ready to play, turn to 511.

  402

  After a tense wait, you see dirt-stained fingers grappling along the tunnel wall, followed by an arm and shoulder, then an angry sweat-soaked face. With a snarl the Skard struggles to free himself, hand fumbling for his knife. Seeing your chance you charge forward, weapons slashing at the prone warrior. It is time to fight:

  Speed Brawn Armour Health

  Hunter 2 2 1 35

  Special abilities

  Tight spot: In the first two combat rounds, the hunter’s speed is reduced to zero.

  If you manage to best this savage hunter, turn to 317. 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.

  403

  (Decide which weapon/item of equipment you will place on the podium.) After studying the complex carvings at length, you discern pockets of magic focused in three of the outer circles. One pertains to frost, one to earth magic and the last to the darker shadow arts. By activating the runes around a circle, you will be able to call on the spirits that embody that power.

  Will you:

  Activate the frost runes? 455

  Activate the earth runes? 569

  Activate the shadow runes? 595

  404

  You approach the figure warily, weapon drawn. As you near, you are surprised to see that the man has no physical body, only a translucent green shimmer outlining his features. A ghost. He is leaning over the table, his hand passing back and forth across the wood. He appears to be writing, his lips mouthing something you cannot hear. There is no paper on the table and the man has no writing instrument, and yet he seems intent on his task, moving his hand in a series of erratic motions, no doubt forming letters that you cannot see. Despite your attempts to communicate with the ghost, he remains oblivious to your presence.

  If you have a black feather quill, turn to 472. Otherwise, turn to 138.

  405

  Maune’s grief-stricken howl is the first sound to greet you as you enter the chamber. He stands over the remains of the dead eagle. Its head has been severed clean from its shoulders. A trail of blood streaks across the dust, leading up the slope and through the doorway above.

  Skoll looks back at you, shrugging his heavy shoulders. ‘We’re not alone. The wolf you saw . . . it could be another shaman.’

  You open out your consciousness, feeling for Nanuk. There is a hazy impression of the wolf, still circling the bear. Its teeth are like shards of midnight, the one yellow eye shining with a bestial cunning. Each time the bear takes a swing, the wolf springs back. Teasing. Mocking.

  The same corruption you smelt on the wolf lingers in this chamber. ‘Yes, they were here.’

  Maune staggers to his feet, drawing the sign of a cross above the mangled remains. ‘One God, give us strength. Give us light.’

  ‘We already have our path.’ You nod to the blood-spattered earth. ‘They want us to follow.’

  ‘Gladly.’ Maune pools fire into his fist, then hurries up the slope. Skoll is right behind him. You start to follow, but a stab of pain forces you to stagger. Wincing, you grip your forehead.

  ‘Nanuk . . . ?’

  Again, you quest out for the bear – only to be met by claws, teeth and the coppery taste of blood. The two animal spirits are now locked in deadly combat, thrashing through the sand.

  ‘What is it?’ Anise puts a comforting hand on your arm, squeezing it tight. ‘We should stay with the others.’

  Will you:

  Follow Maune and Skoll? 693

  Return to the Norr and aid Nanuk? 619

  406

  You feel a sudden vibration against your back. Removing your pack, you look inside to discover that the book Hergest’s Hauntings has started to glow with a ghostly white light. You pull it out and flick through the pages, until you arrive at a section labelled Ryker’s Island. Following the author’s directions, you uncover a hidden niche behind one of the beer barrels. You crawl into the space, scrabbling over loose rock and animal droppings, to eventually find yourself in a tight crevasse that runs alongside the cellar.

  Here, tucked between two rocks, is a metal chest. You crawl forward and pull it free. Flipping open the lid, you discover a pile of gold coins and a large fist-sized ruby hidden inside. (Congratulations, you have gained 50 gold crowns and a flawless ruby. Simply make a note of the ruby on your hero sheet, it doesn’t take up backpack space.)

  Elated with your finds, you retrace your steps and return to the taproom. Turn to 80.

  407

  The
Skard glares down at you, his scars twisting around his ugly smile. For a moment you see your father standing there, judging you, pitying you for your weakness. Your brother Malden, even as a cripple, mocking you for being a lesser man. Inquisitor Hort, Desnar, Captain Everard – all standing in judgement, weighing your worth, and finding you lacking . . .

  Not any more.

  You knock his hand away, your leg swinging round to take the Skard in the side. Your blow barely moves the heavy half-giant, but it was only a feint. Magic blooms in your fist, the chill frost of the Norr crackling around you.

  Then you expel it with a scream of rage.

  The blast almost lifts Skoll off his feet. He wobbles backwards, grunting through the pain. He recovers frighteningly fast – coming at you before you have barely found your feet. You duck beneath his wild swing, hands reaching out for your fallen weapons. They lift up from the ground, slapping into your open palms – just in time to block his follow-up strike. Your weapons tangle with his axe.

  You wrestle back and forth, the Skard’s strength bearing down on you, forcing you against the wall. Suddenly, his hand is around your throat. You grin back at him, leering, as his fingers pass through your ghostly spirit, finding nothing tangible to hold. Snarling, he draws back his hand, fingers blackened with cold.

  You free your weapons, swinging blindly, the force of your magic stoving in his chest plate. He staggers, but is somehow able to get his axe back around. You see its edge, enchanted with runes. Unable to avoid the blow in time, the axe slices across your shoulder, leaving a bright line of scolding agony.

  ‘You still feel pain, ghost!’ Skoll presses his attack with renewed vigour.

  Desperately you fend off his whirling axe, aware that you have now become turned in the melee. Each blow knocks you closer to the rock’s edge, and the precipitous drop to the darkness below. It is time to fight:

  Speed Brawn Armour Health

  Drokke 14 7 8 100

  Special abilities

  Northern grit: Skoll is immune to any abilities that reduce his number of speed dice (such as curse, knockdown and webbed).

  Berserker frenzy: Once Skoll’s health is reduced to 50 or less, he goes into a frenzy. This lowers his speed by 1 but increases his brawn by 4 for the remainder of the combat.

  If you manage to defeat this ferocious Skard, turn to 558.

  408

  The wooden guardian has been defeated. You may now help yourself to one of the following special rewards:

  Thorn tongue Fierce amber Knotted cowl

  (left hand: grapple) (left hand: glass sword) (head)

  +2 speed +2 brawn +2 speed +3 brawn +1 speed +1 brawn

  Ability: lash Ability: coup de grâce Ability: webbed

  With little else of interest in the room, you decide to continue onwards. Turn to 13.

  409

  You take the lantern and throw it into the hole.

  ‘Run!’ Grabbing Anise, you hurry into the adjoining passage, just as an almighty explosion shakes the tower. You hug the wall as wood and mould go flying past you in a billowing cloud. When the air finally begins to clear, you see that you have blown a smoking hole in the previous room, exposing the charred remains of the storeroom below. You doubt there is anything left worth salvaging.

  With the creature defeated, you step over the burnt debris and continue along the passageway. (Remove the word flame from your hero sheet, then turn to 379.)

  410

  You can use the forge to craft your own magical weapons. For each weapon, you will need one or two special backpack items. If you have the required item/s, you can make the associated weapon:

  Icewind cleaver Warped edge

  (main hand: axe) (left hand: sword)

  +2 speed +4 brawn +2 speed +4 brawn

  Ability: charm Ability: charm

  (requirement: Fenrir’s fang and giant’s backbone) (requirement: giant’s backbone)

  These weapons can then be improved using further items from your backpack. (Note: When an item is used, it must be removed from your hero sheet. Items can only be used once.) The bonuses include:

  Item Bonus (added to chosen weapon)

  Winter diamond special ability: ice edge

  Kraken oil special ability: agility

  Venomous ooze special ability: blind

  Maggorath’s rot special ability: decay

  You may return to the frost forge any time between quests, to craft items or add abilities (make a note of this entry number on your hero sheet). Return to the quest map to continue your adventure.

  411

  You notice a number of treasures tangled up in the drake’s parasitic tentacles. If you wish, you may now take one of the following rewards:

  Gram Ridillvar Volsung

  (left hand: sword) (head) (chest)

  +2 speed +2 brawn +1 speed +1 armour +1 speed +2 armour

  Ability: furious sweep Ability: watchful Ability: silver frost

  You hope, with the death of the corrupted Titan, the explorers and Caul are now finally at peace. After giving the frozen trapper a final nod of farewell, you head into the glacial tunnels – following them back to the surface. (Return to the quest map to continue your adventure.)

  412

  Rook is beaten back by the speed of your attacks, his feet tangling in the black cloth of his discarded cloak. A kick to the knee sends him sprawling to the ground, his knife skittering across the flagstones.

  ‘I gave you that one,’ he sniffs, dabbing at the cut on his lip.

  You sheathe your weapons, barely able to stand as the holy inscriptions continue to sap at your strength. ‘If this sermon’s over,’ you rasp, clutching the back of a pew for support, ‘can we go somewhere more agreeable?’

  Rook rolls to his feet, scooping up his cloak in the same fluid motion. ‘Indeed, I think you more than deserve it.’

  Congratulations – you have learned the path of the rogue. You may now permanently increase your health by 5 (to 35). You have also gained the following special ability:

  Scarlet strikes (dm): Automatically inflict damage equal to the total brawn of your main hand and left hand weapons to all remaining opponents, ignoring armour. Scarlet strikes can only be used once per combat.

  When you have updated your hero sheet, turn to 75.

  413

  The skeleton key fits the lock perfectly. Flipping open the lid, you are met by the welcoming sight of gold! You have gained 100 gold crowns. You also discover a secret compartment, which offers up a chipped emerald (simply make a note of this on your hero sheet, it doesn’t take up backpack space). After pocketing your finds, you leave the clearing and continue your journey. Return to the map.

  414

  You circle the table, watching the two ghosts. The guard is muttering to himself in dismay, casting furtive glances between his hand of stones and his hooded opponent. There are no bets being placed and no money on the table – you sense there is more at stake here than just a game of stones. You try and see under the hood of the robed ghost, but the cowl hangs low, hiding the ghost’s features in shadow. A skeletal hand protrudes from one of the sleeves, gripping its stones in a tight fist.

  As you lean over the guard’s shoulder to study his stones, he suddenly turns his head, his eyes focusing on you for the first time. ‘Can you help me, stranger?’ he begs, eyes pleading. ‘I have to beat him. If I lose again, my soul will be his!’

  If you have the book Stones & Bones in your backpack, turn to 510. Otherwise, turn to 132.

  415

  Your tarred shoulders are now covered in the roc’s feathers. You may upgrade your cloak item to the following:

  Tar and feathers

  (cloak)

  +1 speed

  Ability: immobilise, charm

  When you have updated your hero sheet, turn to 205.

  416

  Maune gives you a sharp look. ‘You’re asking me to believe the demon’s lies? He called you Arran, but it cannot be . . .’

&nbs
p; Claws punch out from your fingers as you advance towards the paladin. You have come too far to falter now. The paladin’s magic will cleanse the fires – restore balance, as the Titans would have wanted.

  War has casualties.

  ‘We have to do this.’ Your eyes flick to the paladin’s sword, then his open hand. Sizing up his defences, his weapons.

  Maune lifts his chin, standing proudly. Resolute. ‘If you truly are my king, I’m sorry.’

  He blurs forward.

  The paladin’s magic is anathema to you. It burns like the face of the sun, peeling back your dead flesh, driving spears of pain into your skull. You can barely block his sword, the blow sending you reeling back, the bone of your arm splintering under its force. His fist, bright with holy scripture, glances off the side of your head.

  You see only light, blinding you with pain. (You must immediately apply one death penalty effect to your hero, see entry 98.)

  Through the piercing haze, you see the paladin towering above you – his scowl distorting the lines of scripture carved into his skin. Holy words, taken from Judah’s sacred texts. Holy words that spell your death.

  ‘One God, forgive me.’ Maune lifts back his arm, angling his sword . . .

  A scuffle of feet.

  The paladin backsteps as Skoll swings his axe down with a savage roar. Maune catches the crescent blade in his sword’s teeth, continuing to swing wide to pull the axe from the warrior’s grip. Exactly what the Skard had intended.

  The axe was never meant to land. A ruse.

  The kick to the chest, however . . .

  You watch the final moment play out – oddly silent, save for a scuffle of boots on stone.

  Maune teeters on the edge, arms flapping by his sides, then he simply drops from sight. There isn’t even a scream. Instead the flames roar with a sudden vigour, reaching higher into the dawn skies. The green becomes flushed with white, the two colours seeming to whirl and coil about each other, as if in some fateful conflict – then the fire rushes forth in flames of the purest blue, the runes around its edge blossoming into silvery hues of light.

  A fierce cold fills the chamber.

  Ice creeps and sparkles from the pit’s edge, spreading like the branches of a tree across the stone floor. Its cold crispness is palpable on the air, snapping around the columns, dressing the statuesque figures in coats of frost.

 

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