The Eye of Winter's Fury

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The Eye of Winter's Fury Page 39

by Michael J. Ward


  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 defeat these multi-legged monsters, turn to 390.

  448

  After a frantic battle, you finally stand over the zombies’ remains. Instead of feeling elation at having survived another battle, your mind is troubled by yet more nagging doubts. You prod one of the bodies, noting the grey pallor of its dead skin and the black blood that pools around your feet. Their condition is not unlike your own – bodies without a life, without a heart. You squeeze at a cut along your arm, watching as a similar black blood oozes between your fingers.

  ‘Perhaps I will share their fate,’ you whisper to yourself.

  Anise steps past you, shaking her head. ‘What magic could have done this?’ The blue light from her torch illuminates the true extent of the grisly scene. ‘These men should have been left in peace, not made to live like animals.’

  You look away from the cadavers, not wishing to be reminded of what you might become. Instead you focus on the rest of the room. Next to the right hand wall is the broken remains of a table and what might have been a chest. Amongst the debris, you discover a black-bladed axe – its edge still sharp and untarnished – a wand fashioned from bones that hum with magic, and a pewter tankard with an inscription on the bottom that reads: Sore head, like lead, come morning I’ll dread – now drink, don’t think, another let’s sink.

  You may now take one of the following rewards:

  Decapitator Rattle and hum Last orders

  (main hand: axe) (left hand: wand) (talisman)

  +1 speed +1 brawn +1 magic Ability: punch drunk

  Ability: cleave Ability: boneshaker

  A door in the opposite wall creaks open of its own accord. From the room beyond you hear a man’s voice, raised in anger. ‘No! I will not serve you, Zabarach! I will not!’ There is a cry of pain, then the sound of metal scraping across stone. Gripping your weapons, you edge slowly into the next room. Turn to 548.

  449

  With a deafening screech, the wraith’s body shatters into a shower of ice crystals. You step back, watching as the tiny fragments splinter across the floor, joining the jagged pieces of stone from the broken mirrors. Caul whistles through his teeth, shaking his head.

  ‘I don’t want to say I told you—’

  ‘Don’t.’ You fix him with a cold stare, pushing your weapons back into their bindings.

  Caul’s lips slowly twist into a smile. ‘Just glad you’re on my side.’ He steps around the debris, where you notice a number of items glowing faintly with magic. ‘Least this detour wasn’t a complete waste. Now these I certainly ain’t touching, but I’m sure it won’t stop the likes of you.’

  You may now take one of the following rewards:

  Wraith shard Whispering shroud Phantom menace

  (left hand: dagger) (chest) (necklace)

  +1 speed +2 brawn +1 speed +1 magic +1 brawn +1 magic

  Ability: silver frost Ability: curse Ability: phantom

  (requirement: rogue) (requirement: mage)

  With nothing else of interest in the chamber, you head back along the tunnel and take the stairs down to the cave. Turn to 474.

  450

  ‘It’s late and I got duties to attend to.’ Jackson gives a snotty-sounding sniffle. ‘Me good lassie’s waiting for me, all sweet and promisin’ like. Sleek black body, ’87 vintage.’ A hacking laughter resounds from behind the wall. ‘One of the perks of the job. Highland Black. Whole crate right next to me and it ain’t getting drunk on its own. So, wag that tongue of yours and get on with it.’

  Will you:

  Ask about getting home? 508

  Ask about places of interest? 463

  Tell him about what happened at the keep? 559

  Ask if he has any work? 624

  Discuss something else? 685

  451

  You attempt to confuse the guards. ‘But today isn’t Dilain,’ you complain, frowning. ‘What was yesterday again?

  The half-goblin looks to his young companion, shuffling his feet nervously. ‘You remember, Hub? I dunno, think that was Sol. But that would make today Ullir.’

  ‘So what was the password for Ullir?’ you ask quickly, hoping to catch them off guard.

  To fool the confused duo, you will need to pass a speed challenge:

  Speed

  Quick witted 14

  If you are successful, the bumbling guards provide you with a password allowing you into the prison (turn to 33). Otherwise, they are not fooled by your ploy. You promise to return at a later date. Turn to 426.

  452

  ‘Look around you.’ Skoll gestures to the ruined hall and the crevasses running through the glacier. ‘Jormungdar is an ancient demon, trapped beneath the ground. With every passing winter the magic that holds the serpent prisoner is weakening. What we have seen is only the start – one day, it will break free.’

  You close your eyes, trying to stem the sudden tide of memories – the images, the faces, the many lives that were lost that fateful day at Bitter Keep. ‘We never knew . . .’ you rasp hoarsely, the words sticking in your throat. ‘We were never prepared . . .’

  ‘Our people are the same. We wake each morning to know the land is ours. We believe it will be here for our children and their children, and those that come after . . . ’ Skoll casts his eyes across the blue-washed ice. ‘It has always been the witch’s plan to free the serpent. She wishes only to destroy; to break the land and leave it to ruin.’ He steps to the edge of the glacier, the wind tugging at his fur-trimmed cloak. ‘Look and remember, Bearclaw. This is all we have. When the land is gone, we have nothing.’

  Return to 602 to ask another question or turn to 326 to end the conversation.

  453

  You push the stones aside, freeing the banner. As you lift it up, you see that the cloth is still bound to an iron cross-piece. Searching amongst the rest of the debris, you find a rusted support, bolted to the stone. The wind continues to pound against you, making every effort twice as hard. It is several minutes before you are able to get a flame to catch – and then to grow, lighting up the frayed banner fabric.

  Anise helps you to lift the standard, pushing the end of the pole into the old support. Then you step away, watching as cinders swirl up into the night sky, the standard slowly engulfed by the roaring flames. Turn to 580.

  454

  For defeating the captain, you may now help yourself to one of the following rewards:

  Mako’s bite Diving bell Captain’s coat

  (main hand: axe) (head) (chest)

  +2 speed +3 brawn +2 speed +2 armour +2 speed +2 brawn

  Ability: revenge Ability: pain sink Ability: overpower

  When you have updated your hero sheet, turn to 479.

  455

  Raising your hands, you trace the circular patterns with your fingers, connecting the lines and whorls with the magic that now flows through you. The runes start to flicker and then glow, illuminating a trail to the centre circle, where white-blue energies crackle above the podium. For a brief moment you glimpse some creature trapped within the bright maelstrom – a thin and spindly humanoid, its pale limbs coated in jagged icicles – then it is gone. The energy sparks out and the runes dim.

  When you walk over to the podium you discover that your item is now covered in a layer of frost, sparkling with hook-like barbs. (Congratulations! Your chosen weapon/item of equipment now has the thorns ability.) When you have updated your hero sheet, turn to 684.

  456

  You scrabble in the dust for the final key then lunge towards the door, ducking to avoid a snapping snake head. Pushing the key into the lock, you are relieved to hear a gratifying click. The blustery smoke vanishes – the snakes dispersing into harmless wisps. Then a crack of light splits the door, widening as the panels swing open, revealing a small cavity and three podium
s of rock. On each one is a treasure and a glowing tablet of stone.

  You may now take one of the following items:

  Thought knots Robes of meditation Sage’s key

  (cloak) (chest) (talisman)

  +2 speed +1 brawn +2 speed +2 magic +1 speed +5 health

  Ability: trickster Ability: recall Ability: evade

  You may also choose one of the following runes:

  Rune of winter Rune of protection Rune of shadows

  (special: rune) (special: rune) (special: rune)

  Use on any item to Use on any item to Use on any item to

  add the special ability add the special ability add the special ability

  silver frost iron will vanish

  Once you have updated your hero sheet, turn to 444.

  457

  The woman draws your attention instantly, her feathered hat bobbing above the heads of the nearby patrons. Likewise her coat of bright crimson, embroidered with golden thread, provides a striking contrast to the drab shades of grey and brown.

  ‘Talia! My Talia!’ A young man, his face flushed with drink, reaches out drunkenly to grab her waist. ‘Give us a song – a love song, what d’ya say?’

  The woman is plump and middle-aged, her locks of brown hair paling to grey. Nevertheless, she moves with a light grace, swinging her hips away from his groping fingers. ‘Not today, sweet thing,’ she chirps playfully.

  His face sours. ‘Then come here and give us a kiss. I’ll pay yer a coin for it – and maybe you’ll give me a second for free once you seen what I got to offer.’

  ‘Save it for the docks, my dear,’ she winks, waving a hand dismissively through the air. ‘I hear they’re less choosy there.’

  The crowd parts for the woman, a few of the men affecting a slow shuffle as they gawp at her ample cleavage heaving against her bodice.

  ‘Oh, put your tongues away,’ she jibes, stepping up to the bar. ‘At least let a lady have a drink in peace.’ Talia removes her hat and places it on the counter, then proceeds to arrange her dishevelled hair.

  Eyes turn back to the young man, who has risen from his bench and is staggering towards her. Two of his mean-looking friends move to join him, hands on their knives. They spread out behind the woman. The young man affects a confident saunter as he edges closer.

  ‘Why you turn your back on me, honey?’ he drawls, putting his arms round her waist. ‘That ain’t no way to greet an old friend, is it?’ He presses against the woman’s back, his head nuzzling into her neck.

  ‘Oh, Wren. How I’ve missed your ways . . .’ Talia lifts a hand to his head, her long fingers playing affectionately with his long greasy hair. A heartbeat. Then her fingers tighten, pulling his head to the side and forcing him to yowl in pain. As deftly as before, she spins round, performing a pirouette, whilst a sword flashes out from the scabbard beneath her coat. Its blade is transparent, like glass, etched on both sides with silvery runes.

  ‘You’d like a song, would you?’ she smiles, her head tilted playfully.

  Before the ruffian can reply, the woman has brought her sword to her lips. From her mouth comes a sound like a high reverberating hum. You notice the glasses on the table next to you start to rattle across the boards, their contents sloshing back and forth. Back at the bar the woman holds her sword aloft, its blade vibrating with a high-pitched whine.

  ‘Damn witch,’ hisses Wren. He rocks on his feet as he attempts to draw his sword. His friends watch in dismay, then slowly start to back away.

  Talia moves quickly, her wrist flicking round in a dazzling blur of brightness. You hear the ping of shirt buttons and a rip of cloth. The woman steps away, leaning her head to the side to admire her handiwork. The man’s shirt has been cut open, flapping around his protruding beer belly. Angrily, he draws his sword and makes a reckless stab in her direction. Somehow the woman is already moving, darting past his attack, her own blade still humming with energy. Again, a series of fast strokes cut the air, leaving a dizzying after-glow in their wake.

  The man stumbles into the bar as his breeches fall down around his ankles.

  Talia sheathes her sword, her gaze dropping to his soiled long johns. She cocks an eyebrow. ‘Well sweetie, that’s a real disappointment for a lady.’

  The taproom fills with a raucous laughter. The woman takes a bow, basking in the applause, while her assailant glares at his companions, who are also hooting and applauding.

  ‘Bloomin’ bards!’ The young man stoops to pull up his breeches then staggers awkwardly away, muttering under his breath.

  The barman slams a mug of ale onto the counter. ‘There you go, Talia. Good show.’

  ‘Haven’t lost my touch, dear,’ she grins, taking the mug. ‘And another for my friend.’

  The barman glances round, confused. ‘Friend?’

  Talia’s eyes scan the room, then settle on the alcove where you are sitting. ‘Over there,’ she smiles, pursing her lips. ‘I’ve a little business to attend to.’ She snatches up her hat then makes for your table, ignoring the inquisitive stares. Turn to 731.

  458

  Chunks of rock whip past you as you guide your transport into the thick of the rock belt. Your mind link allows you to use your magic to make the necessary adjustments to speed and bearing. Within moments you are wheeling and diving past the deadly particles, trying to maintain your speed whilst avoiding the worst of the debris.

  To successfully navigate the rock belt, you must take a challenge test using your transport’s speed:

  Speed

  Rock ’n’ roll 15

  If you are successful, turn to 746. If you fail the challenge, turn to 53.

  459

  When you reach the training yard you find Orrec alone, resting against the pedestal of a statue. As you approach, your eyes wander to the stone-carved figure. You have never really studied it before, your attention usually focused on your sparring partner or the target dummies arranged along the opposite wall. The carving depicts a middle-aged man, resplendent in plated armour, a hunting hawk on one hand and a sword in the other. The royal crest is emblazoned on the man’s chest and mirrored in the lattice-work of his crown.

  ‘Glad you could make it.’ Orrec straightens. ‘In truth, I had my doubts you would come.’

  Your eyes remain fixed on the statue – returning your father’s stare. You can’t help but admire the workmanship. Whoever made it knew your father. The look of conceited disdain in his eyes, the scowl around the puckered lips. Perfect and chilling.

  ‘Well, I didn’t drag you here for the conversation.’ The warrior snorts a laugh, folding his thick arms as he looks you up and down.

  ‘I’m sorry,’ you apologise, tearing your eyes away from your father’s disapproving stare. ‘I’m here to train. Although I feel your efforts are wasted.’

  ‘You do?’ The warrior frowns. He takes a step closer, the light refracting off his highly polished armour. It is the first time you have seen him dressed in anything but pelts and leathers. The armour is ornate and of an unfamiliar design. The shoulder guards are long and ridged, the mail skirt flared and hanging below the knee. The tips of his boots curve upwards, reminding you of a court jester’s motley. ‘I’ve watched you improve. There is no doubting you have strength. Endurance, too. Few can go a whole day against the maids without drawing a sweat.’ He motions with his eyes to the practice dummies. ‘But straw and wood are one thing, flesh and blood is something else.’

  You follow him as he circles you, aware that you are the only man in the keep to match him in height and size. ‘There’s something missing with you,’ he says, eyes narrowing. ‘Combat has a rhythm. With you, I sense your mind and body are not as one. They are divided – working in opposition.’

  You flinch, aware that his insight is probably closer to the mark than he intended.

  ‘Shall we?’ He steps away, drawing a sword from the scabbard at his waist. The blade is short and thin, looking comically small in the hands of such an imposing figure. You dr
aw your own weapons. After bowing heads, you begin to spar.

  You find yourself lying in the mud several seconds later, the flat of his blade having knocked you near unconscious. You put a hand to your cheek, feeling the cold stickiness of your black blood. Orrec seems unconcerned, waiting for you to get back up.

  ‘You’re too stiff.’ He moves quickly around you, forcing you to turn, keeping you off balance. ‘You need to learn to bend, shift your shoulders and your hips. Connect your thoughts with what your body is doing. Watch me – see what I do.’ He darts in with his sword, his blade cutting a blurred line. You duck your head back just in time to avoid the blow. When you offer out a return swing, he dodges to the side, leaving you to cut through empty air. ‘Good. That’s better. Now, step it up – show me what you’ve got!’ He backs away, nodding for you to come at him again. You glance up at your father’s face, feeling his bitter disappointment spearing into your soul, telling you you’re no good. Spitting into the dirt, you shift your focus to Orrec, determined to prove them both wrong. It is time to fight:

  Speed Brawn Armour Health

  Orrec 3 2 3 40

  Special abilities

  Swift steps: If Orrec wins a combat round and causes health damage to your hero, your opponent’s speed is raised by 1 for the next combat round only.

  Sixth sense: If you play a speed or a combat ability, roll a die. If the result is or less, Orrec has evaded your move and its effects are ignored (the ability is still counted as having been used). If the result is or more, you may play the ability as normal.

  If you are able to defeat Orrec, then turn to 32. Otherwise, you may repeat the combat or choose a different trainer (return to 369 to make your choice.)

  460

  Your sled has taken a serious battering from the rough crossing. You must permanently reduce your sled’s stability rating by 2. When you have updated your sheet, turn to 471.

  461

  ‘Skoll has been our Drokke for a hundred winters. He led our people – the Ska-inuin – against your walls of stone, to take the lands to the south, to leave the north behind us.’

 

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