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The Eye of Winter's Fury

Page 59

by Michael J. Ward


  If you have the keyword repentance on your hero sheet, turn to 31. Otherwise, turn to 660.

  684

  You move to another circle, hoping to call on its power. However, despite your concentrated efforts you cannot influence or fortify the runes. Whatever magic was once held in the summoning circles has now been spent. You acknowledge defeat, much to Caul’s relief.

  He enters the room, stepping warily around the runic carvings. ‘That was . . . interesting.’

  You heft your weapons, then start for the exit. ‘I have a feeling that was just a taste of the magic that still dwells here.’ Turn to 732.

  685

  ‘Wait, you hear that?’ The eye roves back and forth behind the peep hole. ‘Scratching. Scratch, scratch . . . You hear that too?’

  You shake your head, frowning.

  ‘Hmm, maybe just the wind then.’ The eye continues to flick around in a paranoid fashion. ‘Always gotta watch the angles, sonny. Skards can creep up outta nowhere. Crafty ones, those north men.’

  Will you:

  Ask to see his wares? 151

  Ask about trading? 327

  Ask about his ‘precautions’? 549

  Ask if he has any news? 450

  Trade items? (requirement: permit) 730

  Leave? Return to the map

  686

  As you take your position at the centre of the circle, you feel a sudden prickling along your skin. It is as if a door to the Norr has been flung open and its freezing chill has flooded into you, turning your limbs to ice. You give a startled gasp, your throat clicking as it involuntarily constricts.

  ‘Relax.’ Sura nods to the staff she gave you. ‘Try and push it into the staff. The totem will hold your magic.’

  Your hands are shaking as you fight to turn your head, to look down at the finely-carved bone staff. The head is sculpted into a bear’s paw, the claws curled inwards. Gritting your teeth, you raise the totem and let the chill magic of the Norr pour through your body and into the staff. It blossoms into a bright green light, the claw snapping open as if coming alive.

  ‘Yes!’ Sura cackles with delight. ‘Now, do it again – and this time, step out of the circle. You are strong enough. I see it.’

  You continue to practise under Sura’s instruction, learning to channel the magic of your ancestor spirit to power various spells and enchantments.

  You may now equip the following item:

  Phantom claw

  (left hand: totem)

  +1 speed 2 magic

  Ability: boneshaker

  (requirement: mage)

  The shaman has the following special abilities:

  Power totem (co + pa): (requires a totem in the left hand.) Instead of rolling for a damage score you can imbue your totem with magic. This costs 1 magic to activate (your magic is restored at the end of the combat). Once activated, power totem inflicts 1 damage to all opponents at the end of each combat round – and also heals you for 1 health at the end of each combat round – for the duration of the combat. Power totem can only be cast once per combat. Totem blast (co): (requires power totem – see above) Instead of rolling for a damage score, you can invoke a totem blast. This causes two dice of damage to all opponents, ignoring armour – but cancels the effects of power totem.

  Once you have updated your hero sheet, turn to 197.

  687

  ‘Well, that’s a real shame, honey.’ The woman settles back in her chair, absently playing with a stray lock of hair. ‘Not often my charms fail to win over a gentleman, but then you are something special, aren’t you? Hmm, if you change your mind, then you know where to find me. I see you’re a thinker – you need to mull it over, work out if you can trust me. I like thinkers. Means you’re smart. And that also means you’ll be back.’

  You rise from the table, readjusting your weapons. ‘I’m not here to make friends, Talia.’

  ‘Oh, who said we have to be friends, honey?’ Her eyes follow you as you edge past, the corners of her mouth twitching with amusement.

  ‘You talk a good game, I’ll give you that.’

  ‘Oh, I like games. See, you’re curious.’ Talia waggles a finger at you. ‘You’ll be back. Until then, stay out of trouble for me, won’t you, handsome? Wouldn’t want that pretty face of yours getting ruined.’ The woman raises her mug in a toast, cocking her head. ‘To absent friends.’ (Record the keyword covert on your hero sheet.)

  Will you:

  Talk to the barman? 420

  Listen to the conversation at the bar? 534

  Leave? 426

  688

  ‘It is rare, but once or twice in a lifetime we find a child who is called by the dreams. One who sees the signs, who can enter the spirit world.’ Sura takes a long pull on the pipe, sucking in the smoke then releasing it through her nose. ‘The spirit world is like our own. Made of both good and evil. That is why we have spirit guides, good spirits who aid us and give us their strength, their wisdom.’

  ‘And Nanuk is one of these spirits?’ The pungent smoke has started to make you feel nauseous. At the back of your mind you feel the bear’s presence awakening, his curiosity aroused. ‘You have this power also?’

  The woman grins, her eyes glowing bright in the haze. ‘We have totems, magic that lets us focus our minds, make our bond with the spirits stronger. When we have mastered our spirit, we go to the Hall of Vindsvall to complete our training. Every tribe has one shaman. To act as guide, mediator, teacher. The others become Asynjur and must remain at the hall. It is their duty to serve, to perform the Solkning – the spirit hunt.’

  Will you:

  Ask about the Hall of Vindsvall? 636

  Ask about the bear necklace? 545

  Ask what ‘vela styker’ means? 587

  End the conversation? 575

  689

  You put your fingers to the girl’s throat. Closing your eyes, you start to draw on your reserves of magic, lifting it out from its well of darkness and pouring it through your fingertips – letting it fill her body, taking the dead limbs and working them back to life. The effort is draining, the task more difficult than you had expected. (You must lower your overall health by 5 permanently.)

  Finally, with your magic spent, you remove your hand and drop back, watching and waiting.

  Nothing. You feel your eyes burn as they stare upon her own, looking for some flicker of life. But they remain vacant, fixed on the heavens, where a chill wind howls past the broken ruins. It wails mournfully around the chamber, beating at you with its bitter cold – but not cold enough to expel the aching pain.

  ‘No . . .’ You lower your head, admitting defeat – shamed by your own foolish belief in the macabre act you were willing to perform. I have failed everyone. Nanuk. Skoll. Anise . . .

  A wet gasp draws you from your reverie. You look back at the girl, almost sure you saw her eyelids flutter.

  ‘Anise . . . ?’

  You lean close, convinced now that it was a cruel trick of the wind. Perhaps a reflex action, nothing more. I’m a fool. I cannot bring back the dead . . .

  Suddenly the girl spasms, her body arching, legs kicking at the ground.

  You draw back, startled and afraid, no longer sure what your dark magic may have set in motion. You grab her hand, feeling its graven chill against your own. A cold that burns fiercer than any fire.

  ‘Anise?’

  A green glow rolls across her body, softening the dark bruising to a pale, mottled grey. You continue to watch transfixed as the hands of time are wound back – flesh folds over bone, limbs reset, wounds close.

  She jerks upright, a dark light blossoming behind her eyes. Shadows hug the contours of her face, its porcelain white now lightly dusted by a green and ghoulish pallor.

  As she leans forward, clumps of hair fall loose from her scalp. She cups them in trembling hands. Locks as red as fire. Bright as blood.

  You can only stare at her, frozen in the moment, no longer sure what you feel. ‘Anise, I’m sorry.’

>   Her dark eyes meet your own. From her lips, a hoarse-sounding croak – words struggling to find voice. ‘My . . . love,’ she finally gasps.

  Anise falls into your arms. You hold her close, basking in her chill radiance. ‘I will never let you go, Anise. Never.’

  You have gained the title The Everliving and the following special ability:

  Bloody maiden (mo): You may add 2 to each die you roll for damage for one combat round. This ability can only be used once per combat.

  You may now return to the map or advance to the final boss monster encounter by turning to 717.

  690

  To your surprise, the emeralds fit perfectly into the hollow depressions. As they lock into place you hear a grinding screech, like stones scraping against each other. Suddenly, the floor of the chamber starts to tilt and then lower. Spinning round, you see that the coils are descending at different speeds and angles, turning the chamber floor into a spiralling pathway. Caul drops into a battle stance, his eyes wide with fear. ‘God’s teeth – this isn’t good!’

  There is an echoing boom, then silence.

  The snake coils have formed a winding slope, leading down past the snake head to a chamber below. You look to Caul with a triumphant smile. ‘Told you it wasn’t for decoration.’ Turning back to the carving, you try and prise the emeralds loose, but to your annoyance they are stuck fast. (Remove the two flawless emeralds from your hero sheet.)

  ‘I bet this was locked for a reason,’ says Caul. His eyes shift to the far wall, where the tunnel is now teasingly out of reach. ‘Pity . . .’

  You draw your weapons, then start down the newly-made path. ‘No turning back now. May as well see what this serpent was guarding.’ Turn to 590.

  691

  You reach into the blazing wreckage to grab the box. Roll a die and consult the following chart:

  or Your clothing has caught on fire. You must remove one item from your head, cloak, chest, gloves or feet locations. This item is destroyed and can no longer be used. (Remember to update any affected attributes.)

  or Your cloak has caught on fire. You must lose the ability associated with the cloak item you have equipped.

  You have been singed by the fire. You must lower the attribute of a head, cloak, chest, gloves or feet location by 1.

  You are unharmed by the flames and suffer no penalty.

  The box is hot to the touch, blistering your skin as you struggle to prise open the lid. To your annoyance, you discover it is locked. If you have a skeleton key, turn to 673. Otherwise, you are unable to open the locker. If you wish, you may take it with you, in the hope that you will discover a means of opening it. The locker takes up one backpack space. When you have made your decision, turn to 592.

  692

  ‘No one messes with Ryker. After the break-out, he was the one who suggested the prisoners stay; take this place as their own. He was a criminal lord – got connections. Rich ones, too. He’s made this place what it is. Don’t believe what they’re sayin’, that Ryker ain’t in charge, that someone else is pulling the strings and using that name. I know he’s got a mage up there, gives him tonics – potions. Keeps him looking young.’

  ‘Have you ever seen Ryker?’ you ask sceptically.

  ‘Not for a long time, I’ll admit,’ he says. ‘The guy’s a recluse – stays in the prison. But he’s got eyes and ears everywhere, so always show ’im the proper respect. After all, look at what he created – a settlement out of nothing. Whalers use the island as a stop-over or to winter down for the season. We get smugglers and fur traders too, and of course, those who are on the run want to keep a low profile. No one stands in judgement over anyone at Ryker’s. The past don’t matter – it’s all about today.’

  Will you:

  Ask about work? 469

  Ask what he has for sale? 709

  Take a seat in one of the alcoves? 634

  Listen to the conversation at the bar? 534

  Leave? 426

  693

  Footfalls echo back along the passages, then a cry followed by the ring of steel and a crack of magic. When you finally emerge in a pillared hall, you find Skoll and Maune facing off against a monstrous creation – a gigantic golem, fashioned from the body parts of various creatures. Its most recent addition appears to be the paladin’s eagle, its severed head now sitting atop a brawny pair of shoulders.

  ‘Back to the shroud with you, abomination!’ Maune sends another bolt of holy magic into the creature’s misshapen body while Skoll hacks away with his axe, ducking and weaving to avoid the monster’s fists and scaled tail. Drawing your weapons, you hurry to aid your companions. It is time to fight:

  Speed Brawn Armour Health

  Eagle’s head 12 9 5 40

  Troll’s arms 13 10 7 50

  Drake’s tail 13 9 9 40

  Special abilities

  Eagle’s cry: At the end of each combat round that the eagle’s head is still alive, you must lower your brawn and magic by 1. This cannot be restored until the end of the combat.

  Regeneration: While the troll’s arms are alive, all of your opponents heal 2 health at the end of each combat round. (note: This cannot take an opponent’s health above their starting scores.)

  Tail lash: If you roll a double for your attack speed (before or after a reroll) you must automatically take 5 damage, ignoring armour, from the drake’s tail (providing it is still in play).

  Blood ’n gore: Your opponent is immune to bleed.

  Grit and valour: Maune and Skoll add 2 to your damage score for the duration of this combat. (If you are an einherjar, you can add 3 to your damage score instead.)

  If you manage to take apart this vile abomination, turn to 462.

  694

  Your opponent gains the upper hand, her dog-team having maimed several of your lead hounds. You start to lose ground, watching in frustration as the girl-racer pulls away, crossing the finish line in first place. You follow shortly after, managing to grab second.

  Whilst disappointed that you didn’t win, you have still qualified for the final race. You also receive a prize of 150 gold crowns for your second place ranking. (Replace the keyword rookie with the word veteran.) Return to the map to continue your adventure.

  695

  You scrape and bump across the ice, looking to close the gap with the other racer – a scrawny-looking man dressed in ragged furs. He reaches for something at his belt and then leans back, his arm stretched out behind him. It isn’t until the clouds shift and the sun’s light sparkles across the ice that you notice a bright rainbow of oil.

  Snickering to himself, the racer summons a flame to his fingertips then sends a jet of fire lancing into the oil. Within seconds a wall of flame is rushing towards you, eating through the ice and splitting open a widening crevasse.

  To avoid this hazard, you will need to take a challenge test using your speed racing attribute:

  Speed

  Fire and ice 10

  If you are successful, turn to 753. If you fail, turn to 198.

  696

  The shock of your injuries leaves you drained of strength, your broken body buffetted by the strong currents. It is only when you feel yourself being sucked down, deeper and deeper into the churning pool, that you start to kick desperately, willing your limbs to move.

  Somehow you manage to find the surface, where a pair of hands settle around your flailing arms, and pull you – with tremendous strength – onto the stony banks. You lie on your side, your dead chest heaving as you try and force the water out of your lungs. A glimmer of magic flickers across your body, knitting the bones and mending the worst of your injuries. At the back of your mind you feel Nanuk, his strength flowing into you once again.

  Wiping the salty water from your eyes, you look up at your rescuer.

  ‘Caul!’

  The trapper appears unharmed, looking down at you with a half-smile. His clothes look as dry as bone, his appearance barely dishevelled.

  ‘How – how did you survive?


  The trapper hoists you to your feet. ‘I have my ways. Come, there is a tunnel over here – shall we?’ He retrieves his spear then makes for an opening in the rock lit by a cluster of phosphorescent fungi. You hesitate, giving Caul a suspicious frown. Clearly, this trapper is not all that he appears – is he really an ally, or another of the cave’s sinister tricks?

  Along the banks of the pool you spot a number of items, which must have been washed up by the swirling currents. If you wish, you may now take one of the following:

  Grotto grappler Ground zero Glacial teeth

  (left hand: grapple) (feet) (necklace)

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

  Ability: stagger Ability: insulated, focus Ability: barbs

  (requirement: rogue)

  You shoulder your pack, keeping a wary eye on your companion as you follow him into the tunnel. Turn to 726.

  697

  The monk downs his last mug of ale, then squeezes himself out of his seat with an audible grunt. After scooping his winnings into a leather sack, he waddles through the crowds towards the front doors. Immediately you spot a group of men peel away from the bar, four in number, with stern faces and a murderous gleam to their eye. You recognise one of them, possibly the leader, as the man that was beaten by the monk and lost all of his gold. They follow him out into the chill outdoors.

  Will you:

  Follow the ruffians? 655

  Stay in the taproom? 80

  698

  The stench of death. Black flies crawl over the rotted corpses. As you follow the Skards into the ruins a group of crows startle in alarm, leaving their grisly feast to rise cawing and screeching into the air. There are bodies everywhere – men, women, children . . . and the black-scaled bodies of Nisse.

  It has taken half a day to reach these ruins, perched on the edge of a bleak rocky plateau. A few pillars, a cracked stone floor and some crumbling walls are all that remain of some ancient temple, or other structure from antiquity. The wind has become fierce, blasting cruelly against this exposed ridge, bringing with it a true northern cold. Even you feel it, biting at your hands and face, scouring the pale skin to leave it blistered and raw. Clumps of snow cling to the hollows of the surrounding rock. Beyond the ruins, where the bluff sears off into a drop of a hundred metres or more, you see a glittering expanse of snow and ice, stretching as far as the eye can see. The true north. The frozen north.

 

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