Nightwing 10 5 4 40
Nightwing 9 4 4 40
Nightwing 9 4 4 40
Special abilities
Shoot ’em up: You have five combat rounds before the nightwings reach the tower. They cannot attack you during this time, but you are able to fire at them using the magic crossbow. In each round, roll for speed against a chosen opponent as normal. If you are successful, you have hit them with a crossbow bolt. This inflicts 4 dice of damage, ignoring armour. If you lose, the round ends and the next one begins. At the start of the sixth combat round, the remainder of the combat is fought as normal.
Ranged combat: For the first five combat rounds, you cannot apply/use any abilities. Once the sixth combat round starts, abilities can be used as normal.
Outnumbered: Once you are in regular combat, each opponent inflicts 1 damage, ignoring armour, at the end of each combat round. This ability only applies while you are faced with multiple opponents.
If you manage to blast these winged horrors out of the skies, turn to 598.
768
You misjudge the angle and hit the side of the web. The magic threads tangle around your transport, sending crackling bolts of magic ripping along its length. (You must lower your transport’s toughness and stability by 2.) Thankfully, your momentum breaks through the sticky webbing, stopping you from becoming entangled. However, your collision has ripped a sizeable hole in the structure. Your two pursuers are able to pass through unscathed. Turn to 773.
769
Animal hides have been raised across one side of the camp, stretched taut between a line of mammoth tusks. They act as wind-breakers, taking the brunt of the storm’s fury as it blasts across the snowy plain.
You help Desnar to drag the wolf into the centre of the camp. A horn blast fills the air, followed by shouts and hooting calls. Gradually the Skards emerge from their shelters, like haggard ghosts materialising from out of the storm. They gather around the pair of you, looking expectantly from yourself to Desnar, awaiting the outcome of your test.
You spot Sura moving through the crowd, aided by a younger girl with red hair shot through with streaks of white. As the old woman comes to a halt at the edge of the circle, you see she has the bear necklace wound around her staff. Behind her a boy holds a leather bag in both hands, the many bulges and lumps suggesting it is filled with objects. He grips it tight to his chest as if fearful the wind might snatch it from his grasp.
‘Well,’ says Sura, raising her voice above the buffeting gale. ‘Who has been chosen?’ (If you have the word triumph on your hero sheet turn to 679. Otherwise turn to 645.)
770
The maggot’s maw sweeps down, engulfing you inside its mouth. With a blast of magic, you smash through the membranous flesh before the inner jaws can take hold. The creature gives an agonised squeal as you rip out of the ruptured hole in the beast’s side, making for the safety of the tunnel.
Squirming in pain, the giant maggot throws itself bodily at the wall of the cavern, raking the fetid earth with its immense bulk. You are caught by the blow, sustaining significant damage to your transport. (You must lower your transport’s toughness and stability by 4.) Luckily you are able to regain control, levelling out of your spin and accelerating into the tunnel before the enraged maggot can strike again. Turn to 675.
771
You rip the mirror from the demon’s face, revealing a single bulbous eye surrounded by a pulpy mass of scarred tissue. Drawing back your weapon, you plunge it into the eye, pushing and twisting until the air rings with the creature’s anguished shrieks. When you finally withdraw your blade the demon staggers, black ichor pouring from the gaping wound, then it hits the ground, its bony body collapsing into red sand.
‘Sweet dreams,’ you spit with derision.
In your hand, the mirror glows softly for a moment, then begins to change shape and appearance, becoming a smaller fragment of dulled metal – the last piece of the broken shield.
If you are a warrior, turn to 766. If you are a mage, turn to 657. If you are a rogue, turn to 370.
772
The Skard einherjar drops to one knee, his head bowed. ‘My Drokke.’
Skoll glares down at the man, confusion turning to surprise. ‘Leif . . . ?’ His face softens into a smile. ‘Leif . . . I thought you were lost – the witch had taken you. This is good news, indeed.’ He pats the man’s shoulder, his grin widening. ‘We will drink deep of your deeds in the great hall – of your bravery, my friend. I will have the bards make a song of it.’
The warrior’s expression remains solemn. ‘My duty is done,’ he states, rising slowly to his feet. ‘My spirit is freed and now I will pass on.’
Skoll shakes his head, bewildered. ‘We can go back. I can return to my body – the same for you, Leif, I am sure of it. We will fight again, as brothers.’
Leif shakes his head. ‘I do not feel it – I see no path. My spirit here is unbound. Only my will has kept me alive – my body has . . . is no more.’ He removes a ring from his gloved finger, then turns and offers it out to you. ‘With your aid, friend, I have found peace at last.’ He nods to the glowing band, its green metal worked with runes and glyphs. ‘Please, take it – this ring was given to me on my naming day. My grandmother said it was crafted by the Dwarves, before they fell to ruin. It is all I have left to give.’
If you wish, you may now take the following item:
Leif’s lantern
(ring)
+1 armour +2 health
Ability: regrowth, blind
The warrior’s body starts to fragment, like the pieces of a shattered mosaic. They gradually drift apart, thinning to wisps of smoke which curl away between the twisted branches of the tree.
Skoll is silent, his jaw held tight. When he finally speaks, it is with a furious anger. ‘He was a good man. Leif Lysander. Song of Dawn’s Light. The witch . . . she has taken too much.’ Turn to 400.
773
The mountain is getting nearer, but the distance is still significant – and the dragons are catching up with you once again, their screeching calls and beating wings filling the air with panic. Ahead of you is another island of rock, spinning slowly above the empty chasm. Its flanks are pockmarked with holes and fissures, as if the rock had been beaten by a shower of giant hailstones. It isn’t until you get closer that you realise the island is actually a giant hive; the holes are tunnels snaking away into the innards of the rock. Just large enough for you to pass inside, but too small for the dragons.
A chance of escape.
You dive down towards the island, aiming straight for one of the openings.
Realising your intention, the dragons put on an extra burst of speed. They sweep in on either side of you, almost knocking you off course with the frantic beating of their wings. You spare a glance at one of your pursuers, finding yourself staring straight between a set of gigantic widening jaws.
‘Faster!’ screams Anise. ‘Or we won’t make it!’
The dragon’s head reaches forward, its half-rotted teeth descending, looking to crunch straight through your transport.
With an extra nudge of speed you lurch away, passing into the tunnel opening – and leaving the dragons to smash forcibly into the side of the hive. You can still hear their screams of rage as you continue to hurtle along the tunnel.
‘Close,’ shouts Skoll above the rush of the wind.
‘Hold on,’ you call back, ‘we’re not out of this yet!’
The passage has widened, leading towards what appears to be a giant chamber. You can hear the droning buzz of insectoid creatures coming from that direction. Smaller openings whip past on either side, offering a possible alternate route.
Will you:
Continue into the main chamber? 107
Take one of the narrower tunnels? 603
774
This creature is growing stronger off your hatred, but even so it proves no match for the relentless barrage of attacks that comes its way. Screaming out for vengeance,
you pummel the demon to its knees, showing no mercy as its black blood sprays across the stone. You know it isn’t really the cardinal, but it no longer matters – your desire for revenge powers your strikes and makes you unstoppable.
As you deliver the killing blow the demon’s body flickers and fades, replaced by the blood-spattered form of your nemesis. He looks up at you with those same expressionless dead eyes, muttering a final prayer to his god. Then he slumps against the throne, his hand leaving a crimson smear across the velvet seat.
For defeating the cardinal, you may now help yourself to one of the following rewards:
Cardinal sin Betrayer’s kiss Cardinal’s biretta
(special) (ring) (head)
Upgrade a main hand +2 brawn +2 magic +1 speed +4 health
or left hand +1 speed Ability: critical strike Ability: command
weapon to a +2 speed
weapon
When you have updated your hero sheet, turn to 621.
775
The passage slopes, taking you down into a small square room with one other exit in the opposite wall. Caul moves to the left-hand wall, where a large stone carving covers most of the space. The image depicts eight tall humanoids, their features mimicking natural formations of rock and ice. Several have clusters of crystal protruding from their shoulders and arms, while others have icicles dripping from their noses and fingers. These strange creatures are shown standing around an oval slab of stone, set into the wall. Their arms are outstretched towards it, palms raised flat. You notice that the slab glows with a soft emerald sheen of magic.
‘I wanted to show you this,’ says Caul excitedly, passing his spear point across the stone guardians. You notice that each one has a rune-shaped mark carved into their chest. ‘I don’t know what it means – but has to be here for a reason, don’t you think?’
If you have the History of Skardland, turn to 129. Otherwise, you are unable to make sense of the strange carving. After several attempts to try and open the portal, you finally give up and resume your journey. Turn to 494.
776
The rules of ‘Stones and bones’:
1. All stones are placed inside a bag. Players pick a stone. The player with the highest rank is the ‘king’ and may play first, with the player on their left taking the next turn, clockwise around the table. The order of ranks are as follows (lowest to highest):
There are four stones in each rank. For example, a one of skulls, a two of skulls, a three of skulls and a four of skulls. All four are known as a house.
2. Stones are returned to the bag. Each player then takes five stones, keeping these hidden from opposing players. This is their hand.
3. Players take turns to decide if they will play their hand (reveal the stones to other players and force them to show their own hands) or discard a stone and take a new one from the bag. The goal is to match numbers (e.g. two of skulls and two of hearts) or build up an ascending hand of numbers (e.g. one of skulls, two of hearts, three of cups, four of snakes). Crowns cannot be used to build a hand, but they can be added to a hand to crown it (see step 7).
4. The goal is for players to create the best hand possible, and play it before their opponents can get an upper hand.
5. Bets can be made at the end of each round. The gold goes to the player with the best hand at the end of the game – or is split in the event of a tie.
Winning hands are as follows (highest to lowest):
Royal Hoard
(house ascending with crown)
Hoard
(house ascending)
Queen’s Wave
(ascending with crown)
Gold run
(ascending)
Chest
(same number of four ranks)
King’s table
(two pairs with crown)
Table
(two pairs)
The fool
(one pair)
6. If players show the same hands (e.g. they both have one pair), the player whose hand features the highest rank is the winner.
7. Hands that feature a crown are known as ‘crowned’ hands. These hands rise in rank based on their crown. For example, a Royal Hoard with the two of crowns would always beat a Royal Hoard with a one of crowns.
777
The beast continues to gain height, spearing straight into the heavens. ‘I was too late,’ you realise hopelessly. ‘The seals were broken. Jormungdar is freed.’
Suddenly the body jerks backwards, then begins to thrash madly. It is all you can do to simply cling onto the spine while you are thrown in all directions, the sky and ground lurching back and forth.
The air is split by an almighty screech – one seething with anger and torment. Another flick of the body. You realise the demon is wrestling against something; seeking to free itself.
You look to Skoll with a questioning frown.
The warrior shakes his head in confusion.
A shudder runs along the body, then the beast starts to plunge downwards, hurtling through the clouds. The crimson wasteland streams towards you – its hills and valleys swarming with ant-like specks.
An army.
Horns and whooping calls rise up from the throng, accompanied by a screeching cacophony of high-pitched caws. Battle standards flap in the wind, their structures of bone towering over the glittering brightness of raised spears. And overhead a flock of birds sweep in at incredible speed, their curved beaks flashing plates of razor-sharp iron.
Leading them is a white-feathered eagle – Habrok.
‘They came!’ shouts Skoll, laughing in jubilation. ‘They answered my call!’
The land rushes up, closer and closer.
Jormungdar shows no signs of stopping, his gargantuan body curling like a dark rainbow over the land – overshadowing the vast Skard army. As you get closer you can make out sleds pulled by packs of dogs and wolves; the winged helms of einherjar; painted warriors astride giant boars; shamans glowing with auras of green magic . . .
So close now you can make out their panicked faces.
The beast’s scaled body slams into the earth, the resulting shockwave ripping through rock and stone and blasting a cloud of debris across the wasteland.
Hundreds are caught amidst the deadly rain, dying in seconds – a bloody haze left in their wake. But as the dust settles, horns take up the clarion call once again. Lines of warriors rush in, leaping over fallen comrades, sending spears and rocks showering against the scaled hide. Habrok and the eagles dive, their shrieks merging with the wind’s keening wail. They set upon the demon with a hungry vigour, their beaks and talons ripping through scales, tearing at flesh.
You hold on tight as Jormungdar starts to rise again, its body coiling back towards the rift. It gives another earth-shattering screech as it thrashes and beats against the ground, gripped in the throes of some violent seizure.
‘It can’t free itself!’ You shout back to Skoll. ‘One of the seals must have held!’
‘Then we have a chance!’ The warrior reaches back to his belt, tugging loose his axe. ‘The head . . . get to the head!’
Your eyes follow the curved spine of the beast, past humps of bone where long fleshy appendages whip back and forth, their vibrations filling the air with a discordant rattle. Beyond them a wall of spines form a daunting collar, each barbed tip dripping with a black steaming venom.
Then there is the head itself.
You stare at it in disbelief, your spirit quaking at its immensity – a serpentine horror of chitinous scales and curved horns, its jaws stretched wide to display glittering fangs the size of mountains.
Below you, the Skards continue to pepper the body with spears, occasional balls of flame erupting against its flanks. From the beast’s fanged maw, a black stream jets out across the milling chaos. At first you take it for some venomous spittle – but the blackness moves with a volition of its own, spreading out and then falling on the Skards like rain.
There are terrible screams.
In horror, you realise the black cloud is alive – a deadly swarm of winged creatures. They move quickly across the army, their black claws taking apart armour and flesh with equal abandon. As they continue to feed, you notice a magical glow flickering around the demon’s body. Spears that were once embedded deep into its flesh start to tremble, then pop out of the wounds. The ruptured skin closes quickly, scales growing back to form a coat of luminous blue armour. It seems with every death caused by the dark swarm the demon is able to heal itself.
You rise shakily to your feet, taking a moment to find balance as the body bucks and shifts beneath you. Then, with weapons bared, glowing bright with magic, you are running – leaping and dodging around the spiked ridges, making for the beast’s head.
While Jormungdar’s body remains trapped, the demon is not at full strength – affording you a slim chance of besting this world-ending adversary. It is time to fight:
Speed Brawn Armour Health
Jormungdar 13 10 18/8 (*) 120
Black miasma 14 8 7 50
Dread rattles 13 6 6 60
Spine collar 13 6 8 50
Special abilities
Black miasma: At the end of each combat round, Jormungdar heals 5 health (this cannot take him above his starting health of 120). Once the black miasma is defeated (or Jormungdar is reduced to zero health), this ability no longer applies.
Dread rattles: While the dread rattles have health, you cannot play any speed abilities. Once the dread rattles are defeated, you no longer suffer a penalty and you may use speed abilities as normal.
Spine collar: (*) At the end of each combat round you must take 2 damage, ignoring armour, from the creature’s deadly spines. Once the spine collar is defeated, this ability no longer applies and Jormungdar’s armour is lowered by 10 for the remainder of the combat.
Allies’ abilities
(Each of the following abilities can be used once during this combat.)
Rousing blast (mo): The einherjar horns boost your spirit and fill you with renewed strength. You may increase your brawn or magic by 4 for one combat round, and restore 4 health.
The Eye of Winter's Fury Page 67