The Eye of Winter's Fury

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The Eye of Winter's Fury Page 66

by Michael J. Ward


  You will need to take a challenge test using your toughness attribute:

  Toughness

  Trail blazers 9

  If you are successful, turn to 512. If you fail, turn to 647.

  754

  You manage to beat a path through the cloud of frenzied insects, focusing your blows on the queen. Once she has fallen, the remaining drones scatter in confusion – the loss of their queen clearly throwing them into disarray. Blasting your way past the last of the stragglers, you speed inside another tunnel, hoping it will lead you out of this peculiar hive.

  For successfully defeating the queen and her drones, you have gained the following reward:

  Drone razors

  (special)

  Use on a gloves, boots or chest item

  to increase its brawn or magic by 1

  When you have updated your hero sheet, turn to 675.

  755

  ‘Wake up, Bearclaw.’

  You pivot round, raising your weapons, believing it to be another demon. Instead, you see the ghostly outline of a man drifting between the ash-covered wrecks. ‘Find your way home, Bearclaw. Wake up!’

  You frown, trying to place the figure. He seems familiar somehow. ‘Skoll?’

  He steps closer. ‘You’re in too deep. This is the shroud. Come back.’

  A sudden panic grips you. ‘I can’t!’ Your mind reaches out, grasping for Nanuk. You feel his energies, but they are weak, distant.

  ‘Focus!’

  The spirit’s outline grows brighter, then solidifies into flesh and bone. Strong arms grip your shoulders. ‘Listen to me. Find your anchor. Think of what is most precious to you!’

  ‘I have nothing,’ you gasp hoarsely. Again you reach out for Nanuk, begging for his aid. ‘I have the bear . . . only the bear.’

  ‘No!’ The voice cracks like a whip. You feel yourself being shaken. ‘Your old life. Anise. Think of her now. Try and remember!’

  Anise.

  ‘You love her.’ The man’s face seems torn by some inner pain. ‘I know this – she is yours.’

  Suddenly, you can picture her face. The crooked smile, the play of light over her cheeks. The way her hair hangs just so, tangled and messy, but still perfect. Then other senses wash in, the smell of her leathers, a perfumed sweat, the sound of laughter, crying . . . anger.

  ‘I . . . I remember, you were sleeping . . . we were in the caves.’ More images rush in, painting the scene back at your camp. ‘The caverns of ice, the North Face . . .’

  ‘Good!’ booms the warrior. ‘Follow your vision, let it take you back.’

  In an instant your mind is set free, and you are hurtling towards the warmth of a blinding white light. Turn to 627.

  756

  Unable to steer a safe course, your sled pitches and rolls towards the edge of the ice. Quickly, you draw your weapons and hack through the harnesses, allowing your dog-team to scamper to safety.

  Just as you are about to follow their lead your sled pitches over the edge, taking you with it. (Roll immediately on the death penalty chart – see entry 98 – and apply the effect to your hero.)

  Unfortunately, you have failed to complete the race and are now disqualified from the tournament. Replace the keyword rookie with underdog. Return to the map to continue your adventure.

  757

  As the debris rains down, pock-marking the ground with hundreds of tiny craters, you also notice a few magical artefacts glowing amongst the rubble. You clamber down from the rock to take a closer look.

  You may now help yourself to one of the following rewards:

  Flood gate Mass effect Snow fall

  (ring) (head) (feet)

  +1 brawn +1 magic +1 speed +4 health +1 speed +2 armour

  Ability: torrent Ability: might of stone Ability: knockdown

  When you have made your decision, turn to 254.

  758

  The wolf turns tail and runs, magic spilling from its many wounds. You consider giving chase, but a tug on your cloak forces you to hesitate. Nanuk pushes a thought into your mind, danger, accompanied by a fleeting image of Skoll and Anise. Return. Be by their side.

  The bear is already bounding across the sand, following the wolf’s paw prints.

  ‘Be safe, brother.’ You lower your gaze to the smouldering corpses. For defeating the wargs, you may now help yourself to the following reward:

  Shadow fleece

  (special)

  Use on a cloak, head or chest

  item to give it the special

  ability warg strike

  Closing your eyes, you feel for the thread that links you to the waking world, using it to pull you back towards the light. (Record the keyword brothers on your hero sheet, then turn to 664.)

  759

  Skoll raises the dragon horn to his lips and sounds a series of blaring notes. You scan the skies, but see nothing save for the ragged yellow clouds and floating hunks of rock.

  ‘There!’ Anise is the first to spot something. In eagerness, she quickly finds her feet and points behind you. ‘The dragon!’

  The pale sun is blinding to your eyes, forcing you to wince as you try and focus into the light. You can dimly make out a blot of darkness moving closer, growing bigger. The light is soon eclipsed, snuffed out by the giant reptilian body that rises before it, wings stretched wide as they beat at the air. A deafening screech fills your ears.

  ‘Nidhogg!’ Skoll waves his arm towards the beast.

  A rush of wind sends dust swirling, the force almost knocking you off your feet. The dragon sweeps overhead, its scaled underside displaying the torturous wounds that it suffered at the hands of the rune spirits. The dragon banks, sweeping round in a wide arc. The wings straighten, forelegs reach forward . . .

  The three of you scamper out of the way as the dragon glides in to land, claws snatching hold of the rock, ripping deep into the earth. Through the whirling dust you see the dragon arch back its long neck, the long snout snapping wide. Then flames burst from its mouth, bright and red and angry, surging around the sharp yellowed fangs.

  We ride to war. The voice booms inside your head. Climb onto my back.

  You glance at the others in disbelief, wondering if only you heard the strange order. But Skoll is already rushing to the beast’s side, using its wing to lever himself onto the dragon’s torso. Anise starts forward, then stops. She chews her bottom lip.

  ‘Riding a dragon . . . I have to be dreaming this.’

  ‘It sure beats walking,’ you grin.

  Together you clamber onto the dragon’s back, settling between the high ridges of bone. As soon as you have found your place the dragon springs up into the air, wings beating rapidly to gain height.

  My sight is not what it once was. The dragon’s voice thunders. The torture I endured has made me weak. I will link minds with you, corpse walker. You will be my guide.

  You feel a quickening of power flowing through your being, then spreading outwards to fill that of the dragon’s. You can hear its heart beating, feel the rush of the wind as it courses across its wings, the taste of sulphur on your tongue.

  To your amazement you realise that the dragon has bonded itself with you, allowing you to use its flight and powers to help navigate the rift.

  You have now gained the following special ability:

  Dragon fire (co): Instead of rolling for a damage score, you can blast your opponents with dragon fire. This inflicts 3 damage dice to a single opponent of your choosing, and 1 damage die to all other opponents, ignoring armour (roll separately for each). You can only use dragon fire once per combat.

  You may use this ability, in addition to your own hero abilities, for the duration of this quest. When you have updated your hero sheet, turn to 224.

  760

  The woman leans back, looking round in sudden agitation. He’s here. He’s found you.

  Suddenly your surroundings start to change. From out of the darkness stone columns and walls rise up, the ground flowing beneath your fe
et to form a blood-red carpet. It runs the length of the hall that is steadily building around you, piece by piece, high-arched windows shimmering into being. Their faceted light falls on the throne set atop a stepped dais – your father’s throne.

  Listen to me! The woman’s voice echoes urgently in your mind. A sacrifice will have to be made, boy. Only you will be able to choose, life or death. Do you hear me? Do you hear?

  Within seconds, all trace of the woman and the sparkling weave are gone. You are standing in the main courtroom of the palace. Ghostly figures flicker at the edge of your vision; richly dressed courtesans, all looking down at you with imperious arrogance.

  Cardinal Rile sits on the throne.

  A small, unassuming man with sallow features and flat dead eyes. His scarlet robes rustle as he leans forward, a finger scratching at his chin. He is wearing your father’s ring.

  You stride down the red carpet, weapons brandished. A dark anger has taken you.

  ‘This is a dream, demon,’ you hiss between clenched teeth. ‘Show your true form, or are you afraid to face me?’

  There are titters of laughter from the surrounding court. The cardinal meets your eye with a sly smile. ‘Well, the wayward son has finally come home. And we thought you dead. Oh, wait . . .’ His smile widens.

  Your steps falter as you approach the dais. You can feel the power radiating from the cardinal. It seems to only grow stronger, as if feeding off your hate.

  ‘This is not real,’ you growl angrily.

  ‘Are we having bad dreams, Arran?’ The cardinal gives a mocking gasp. ‘Perhaps you need your wet-nurse.’

  A hand settles on your arm. You spin, driving your weapons into the shadowy form of your nursemaid, Molly. Her wizened old features crease with pain as she stares back at you in startled shock, then her body vaporises.

  You resume your march towards the throne, rage seething through your body.

  The cardinal stands, appearing to loom larger than you remember, his languid eyes suddenly goading and sinister. ‘Yes, you want revenge, don’t you, boy? I feel it. Take it.’

  The man’s body starts to swell, muscles bunching beneath his scarlet robes. ‘Or are you still a boy, Arran? Too scared and frightened, hmm?’ He wrinkles his nose as you approach. ‘You stink of animal. You are an unholy abomination.’

  Magic pulses along your weapons as you drive yourself forward, eyes narrowed and set on those of the cardinal. You have wished for this moment for what feels an eternity, to wreak revenge on the man who plotted against your family. The man who now sits the throne that is yours by birthright.

  ‘Yes, hate makes you powerful,’ grins the cardinal. Pools of shadow are starting to coalesce around his body, crackling with arcane energies. You sense his power growing with every step you take. ‘Come, Prince Arran. Fight me. You know it’s what you’ve always wished for!’

  Will you:

  Fight the cardinal? 666

  Surrender to the cardinal? 621

  761

  Within minutes it is over. A grey fog hovers over the melting ice, filling the chamber with a noxious odour of death. Skoll crouches next to one of the broken bodies, lifting up the severed head of a Skard. The ice has melted away, exposing the grey mottled flesh. A single eye glares back in defiance, the mouth stretched open, frozen in its final scream.

  ‘Hemel the Hound’s Tooth, son of Brinrik Yule.’ Skoll shakes his head. ‘He stood by my side, all those many winters ago. He had a wife, five sons.’ With a grimace he tosses the head away, wiping his palms against his jerkin. He sniffs the air. ‘She was here.’

  You look back towards the balcony but, as you expected, Melusine has gone.

  Lowering your weapons, you turn to Anise. Her red hair is plastered to her cheeks, her shoulders sagging from exhaustion, but she is smiling all the same – with the elation of victory.

  Your eyes meet. And in that instant the smile is gone, replaced by something else. Uncertainty. A fear.

  ‘Anise.’ You sheathe your weapons and start towards her, wanting to hold her – to find comfort. Perhaps for the last time.

  But suddenly, the world is sent spinning.

  Another tremor.

  Like all the others, it arrives without warning, blowing you back across the hall.

  Desperately you try and find something to hold onto, anything to break you out of your dizzying tumble, but the stone has become like liquid, rushing away from you, sliding out of reach. Screams rend the air, cries, an ear-splitting crack from above. You reach out into the chaos, hands grasping. ‘Anise!’

  Stone rains down. You look up to see dust and a fiery red sky – and an angel descending through the maelstrom, silver wings outstretched, obliterating everything beneath its shadow. Turn to 584.

  762

  You place the ‘one of snakes’ on the discard pile and pick a new stone from the bag. You have gained the ‘two of moons’.

  You have the following stones:

  The monk decides to play his hand. Turn to 593.

  763

  For defeating the ancient wind demon, you may now choose one of the following rewards:

  Cyclone Whiteout Sleet siren

  (left hand: totem) (head) (necklace)

  +2 speed +2 magic +1 speed +2 magic +1 speed +1 armour

  Ability: wind chill Ability: blizzard Ability: immobilise

  When you have made your decision, return to the quest map to continue your adventure.

  764

  Distance is hard to judge out on the ice. As you gradually near the glacier, what had once been a large pinnacle of ice has now become a colossal mountain blotting out the sky. Swallowed beneath its shadow, you bounce over the steel-grey foothills and head straight into the fissure.

  Almost immediately you find yourself skimming through shallow pools of water, the howls and yelps of your dogs echoing back from the high walls of ice. The tunnel broadens, throwing you out into an immense grotto. One of the racers immediately veers to the left, plunging into a side tunnel which twists and banks like a tight corkscrew. The others have opted for a slope that rises up to form a winding high ledge. Both options look intimidating and treacherous.

  Will you:

  Brave the corkscrew? 210

  Take the high wire? 112

  765

  It appears the trapper was right about the confusing nature of the cave system. The tunnel you are following soon branches, and then branches again, offering a myriad of icy corridors to follow. You put your trust in Caul, who leads with apparent confidence, occasionally pointing out the nicks in the ice where he has marked his previous forays.

  Eventually the tunnel you are following widens, the ice receding into bare black rock. Its surface is smooth and faceted, occasionally shot through with the same green-glowing magic that you saw in Reah’s stone.

  ‘Any idea what this is?’ you ask, putting a hand to the chill stone.

  Caul screws up his face. ‘Do I look like one of them geo . . . geo-thingies?’

  ‘Geologist?’ you supply helpfully.

  ‘Was gonna say geomancers. Them mages that do all that weird stuff with stone. Probably their doing. Magic.’ He spits at the ground. ‘No good ever comes of it, trust me. Now keep it down, we’re almost there.’

  Ahead the ground becomes a series of uneven stairs, which circle round into a small cave. Caul insists that his belongings lie just ahead.

  However, you also notice a smaller side-tunnel to your left – more a cleft in the rock, tight and narrow-looking. It may be a trick of the wind, channelled down the many melt holes that pepper the caves, but you are almost sure you can hear a ghostly whispering coming from that direction. You try and discern if there is any meaning or hidden message to it, but the words, if any, are too faint to be heard.

  Caul notes your hesitation and shakes his head. ‘Stay out of those places,’ he says, cutting a hand through the air. ‘Seen things I never want to see . . . Let’s get my weapons and supplies, then I’ll show you a bett
er route.’

  Will you:

  Follow the whispering? 565

  Head down into the cave? 474

  766

  Searching through the wreckage, you find one of the following items:

  Dream haze Guilt spike Insidious knives

  (talisman) (main hand: spear) (necklace)

  +1 speed +5 health +2 speed +3 brawn +1 speed +1 armour

  Ability: heal Ability: deep wound Ability: revenge

  When you have updated your hero sheet, turn to 755.

  767

  The moment you pick up the book, you hear a grating sound from the walls of the room. Suddenly the floor begins to lift up, carrying you past the surrounding bookshelves. You continue to rise, the ceiling of the room vanishing to be replaced by the red-flecked clouds of the Norr. The table begins to sparkle with motes of magic then, in a flash of dark brilliance, it is transformed into a mounted crossbow – just like the one Skyhawk uses in the book during the Siege of Mentorac, to fend off an attack of . . .

  A piercing scream fills your ears.

  You race to the edge of the battlements, looking out across the bleak wasteland that stretches into infinity. A staccato flash of lightning reveals the shapes, moving at speed towards you. Giant winged reptiles with oily-black scales and metallic-looking beaks. Nightwings.

  You count four of the creatures – hardy beasts, each capable of ripping entire battalions apart. Only Skyhawk could stand against them. And in that instant, you know exactly what you must do. Rushing back to the crossbow, you swing it round, feeling its magic pulsing along the enchanted flight groove. Just like in the storybook, this crossbow will fire magical bolts. You relax your hand on the trigger, leaning against the sight to target the advancing beasts. They are moving fast – unless you weaken them quickly, they will soon be upon you at full strength. It is time to fight:

  Speed Magic Armour Health

  Nightwing 10 5 4 40

 

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