Book Read Free

The Darke Crusade

Page 6

by Joe Dever


  Armed with this knowledge, you focus your Magnakai skill of Psi-surge upon the pack and launch a sharp blast of psychic energy in their direction. The effect is immediate: the Akataz are traumatized by this sudden assault. Shrieking with fright, the dogs flee from the bank and seek refuge in the dark safety of the Tozaz Forest. Confident that they will not be back, affectionately you pat your two loyal guards then return to the boat to resume your night's rest.

  Turn to 215.

  42

  The Nadziranim sorcerer has taken on the visage of a great snuffling beast which creeps towards you on six long-clawed feet. A vile, bulbous head is perched uneasily on its immense shoulders and its baleful, milky-coloured eyes roll like balls of mist within its scabrous head. The reeking fur of its body seems to bristle as slowly, with ponderous steps, it draws closer and closer.

  Illustration III—The Nadziranim sorcerer, taking on the visage of a great sniffling beast, creeps towards you.

  If you possess the Sommerswerd, turn to 271.

  If you do not possess this Special Item, turn to 134.

  43

  A few moments after the wall closes there is a sound like distant thunder. Then a shudder runs through the floor and clumps of dirt begin to fall from cracks in the ceiling. Your strength is returning, but before you can attempt to escape, there is an almighty explosion and a deluge of rock and damp earth cascades into the passageway. The ceiling and floor are being pulled in opposing directions, and with a grating cry of tortured stone, the heavy portcullis shatters in two. Quickly you crawl beneath a broken section which lies at an angle to the wall, and take cover as countless tons of rock and earth rain down from above.

  When at last the destruction ceases you find yourself trapped in the narrow triangular space between the heavy portcullis and the wall. Your quick thinking has saved you from physical injury, but, as far as you can tell, you are now buried in a collapsed level of the temple, hundreds of feet below the surface. Confident in the knowledge that, at worst, your stamina and Kai skills alone can keep you alive for several days, you begin the slow and laborious task of digging your way out of this subterranean tomb.

  Turn to 156.

  44

  As the Gorodons come pounding through the shallows, you draw upon your Magnakai skill of Animal Control in a desperate attempt to repel their attack. But your Discipline is not sufficiently strong enough and it fails to slow their advance.

  Desperately you struggle to unsheathe your weapon as, with eyes blazing and horns lowered in eager readiness to strike, the Gorodons come rushing in for the kill.

  3 Gorodons: COMBAT SKILL 46 ENDURANCE 60

  If you win and the combat takes six rounds or less, turn to 264.

  If the combat is still in progress at the start of the seventh round, do not continue. Instead, turn immediately to 155.

  45

  Guided by your intuition, you set off with Prarg along the forest trail heading west, and soon your tracking skills warn you that you are nearing an enemy encampment. You signal your discovery to Prarg, and he follows as stealthily you enter the undergrowth and slip past a line of Drakkarim sentries. From the cover of the dense forest bracken you observe their camp. You count more than two dozen soldiers, plus horses, wagons, and shelters. Prarg points to the emblem which adorns all of their uniforms and equipment: a black eagle clutching two fiery swords.

  ‘These are the Tukodak — Warlord Magnaarn's personal guards,’ he says in a hushed whisper. ‘We would be wise to avoid them.’

  You nod in agreement; then together you slip away from the camp and head north through the trees. You are drawn in this direction by something your senses have detected. It is a strong aura of energy, an evil energy which you feel sure must be radiating from the Doomstone of Darke. Within a few minutes you stumble upon a clearing where stands the majestic ruins of an ancient temple. At once you know that this is the Temple of Antah, and you sense that the Doomstone is here, lying somewhere deep within the ruins.

  Turn to 100.

  46

  Stoically, you begin the difficult trek westwards through this dense timberland, following the tracks left behind by Magnaarn's troops. At dusk you reach the forest's edge and stare out across an open expanse of bare, snow-covered plain. There is no cover to be had here, but at least the approaching darkness will help keep you hidden from hostile eyes.

  As you emerge from the trees, by chance you notice something half-buried in the undergrowth. A closer look reveals it to be a large Drakkarim backpack. You flip open the buckles to search it and discover it contains the following items:

  Bow

  2 Arrows

  Enough food for 2 Meals

  Potion of Alether (increases COMBAT SKILL by 2 points for duration of one combat only)

  Bottle of Wine

  Bowstring

  If you wish to keep any of these items, remember to adjust your Action Chart accordingly.

  To continue your trek, turn to 103.

  47

  You share your premonition of danger with Captain Prarg and wisely he heeds your warning. He suggests you draw in the sail to prevent the wind from propelling your boat towards the raft of weeds, yet once the sail is gathered, still you find yourselves drifting ever nearer to the obstruction.

  With weapons drawn, you wait in tense expectation as the boat grazes the edge of the weed-raft. For a few seconds there is an unnatural silence; then suddenly a gurgling screech rends the frosty air. Like sorcery-conjured demons, a dozen ghoulish creatures rise up from the murky depths of the swamp amid a seething froth of bubbles. Swiftly they climb from beneath the weed-raft and slink from other hiding places among the dank thickets of the adjoining bank. Within seconds they have you surrounded.

  ‘Ciquali!’ cries Prarg, naming these ghoulish foes. He steps forward, brandishing his sword, and lashes out at the boldest of the dome-headed creatures as it tries to slip aboard. His razor-sharp blade severs its forearm at the wrist, sending a scaly webbed hand spinning into the swamp, trailing green ichor. The beast screams as it falls over the side, yet no sooner has it vanished beneath the surface when two more of its kin grab the gunwales and attempt to haul themselves into the boat.

  If you have a Bow and wish to use it, turn to 180.

  If you do not or choose not to use it, turn to 7.

  48

  Your advanced Pathsmanship skills locate the faint outline of tracks in the dust which covers the rough stone floor. These tracks were made by a creature that is bigger than yourself, a large-footed biped with clawed toes and an awkward shuffling gait. You are tracing the outline of one footprint with your index finger when suddenly your acute senses warn you that something hostile is approaching along the corridor.

  If you wish to avoid a confrontation, you can turn around and hurry along this tunnel in the opposite direction, by turning to 252.

  If you choose instead to draw your weapon and advance to meet this unknown threat, turn to 122.

  49

  You crash down upon the unsuspecting lancer, but the shock of impact does not unseat him and desperately he struggles to fend you off. He gouges your cheek with his studded gauntlets before you succeed in knocking him out of the saddle: lose 2 ENDURANCE points.

  The lancer falls heavily to the ground, striking his head. Before he can recover his senses, you seize control of the horse and take off across the square. With your left hand you unholster the lance and bring it to bear as you gallop headlong towards the backs of the Drakkarim soldiers who stand between you and the platform.

  Turn to 63.

  50

  A ragged line of Lencian prisoners are crossing the stone bridge, escorted by a dozen Drakkarim armed with crossbows and spears. The main gates swing open to admit them, and, as the Lencians file through with their heads bowed in defeat, you see that the central square of this town has been turned into a large prisoner-of-war compound. It is enclosed by a crude fence of wire and sharpened stakes, which is patrolled by sentries and
Akataz war-dogs. From what little you can see you estimate at least two hundred Lencians are being held captive here.

  The conditions are shocking. The men are being kept out in the open, without shelter or heat of any kind, and judging by the state of those already here, it looks as if the Drakkarim are purposefully starving them to death.

  Your shock soon turns to anger, and you vow to do something to help these prisoners. But before you can think through a plan of action, your Kai senses warn you of approaching footsteps. Two of the Drakkarim escort have slipped away from the line and they are now walking briskly towards the alleyway. One has a large canvas sack slung over his shoulder, and as they draw closer, you are forced to take cover in a shadowy doorway to avoid being seen.

  Pick a number from the Random Number Table. If you possess Assimilance, add 3 to your score.

  If your total score is now 4 or less, turn to 116.

  If it is 5 or more, turn to 259.

  51

  The moment you feel the icy cold waters of the Gourneni lapping about your legs, you press your shoulders to the stern timbers and launch the boat into the shallows. Prarg scrambles over the side, and then turns with his arms outstretched to pull you aboard.

  ‘Quickly, Lone Wolf!’ he screams, ‘they're nearly upon us!’

  With Prarg's help you clamber over the gunwale, narrowly avoiding the horns of a Gorodon as you tumble head-over-heels into the bottom of the boat. Unaided, the boat drifts towards the middle of the river and is soon beyond reach of the Gorodons who, despite their hunger, have decided not to pursue.

  ‘That was too close for comfort,’ says Prarg, as he struggles to free the oars and set them in place. ‘We can count ourselves lucky to have escaped with our lives and limbs intact. The first time I navigated these channels I lost three good men in a Gorodon attack. These beasts are the bane of this accursed place … yet, 'tis true to say, there are other creatures here that are far worse. Far worse.’

  Using the oars you soon reach the west bank where, once safely ashore, you encamp on a strip of frozen loam that overlooks a bleak expanse of marsh. Night has fallen and so too has the temperature. From the shelter of your upturned boat you cast your experienced eye across the darkening skies and see banks of cloud, heavy with snow, scudding the distant horizon. They are an unwelcome sight, the precursors to a winter storm.

  Prarg volunteers to continue the first watch but, mindful that his need for rest is greater than yours, you insist that he gets some sleep. For four hours you sit and scan the bleak horizon, your mind filled with unanswered questions about the mission and the dangers you have yet to face. While you ponder what awaits you in the near future, you remain watchful and alert, your encounter on the east bank still vivid in your mind. Fortunately, the increasing cold dissuades the Hellswamp's inhabitants from leaving their lairs this night and your watch passes without incident.

  Then the time comes for you to awaken Prarg. With a noticeable lack of enthusiasm he takes his turn while you settle yourself down to catch a few hours of much needed sleep.

  Turn to 327.

  52

  Cautiously you descend the slippery hill track and make your approach to the bridge. The thick snow muffles your steps and you are able to reach the cabin without alerting its occupants. You motion to Prarg to take hold of the horse and keep lookout whilst you investigate the stables. Silently you slip alongside the cabin and pass beneath its solitary window.

  If you wish to peek through the window, turn to 263.

  If you choose to ignore the window and make your way directly to the stables, turn to 115.

  53

  The Drakkar shudders as you land your killing blow. With an open-mouthed look of surprise, he clasps his chest then drops lifelessly to the floor. Quickly you step over his corpse and hurry to the table to study the map. To your disappointment, the map turns out to be merely a construction plan of the encampment. It offers no clues to Magnaarn's present location.

  If you wish to search the cabin more thoroughly, turn to 213.

  If you choose to leave the cabin and return to Prarg, turn to 277.

  54

  The ambush is swift and devastating, yet despite having been caught completely unawares, the Drakkarim cavalry put up a spirited fight. Their leader is a formidable swordsman and more than a dozen Lencians die beneath his swishing blade before he finds himself in face-to-face combat with a Kai Grand Master.

  Zagganozod Captain: COMBAT SKILL 36 ENDURANCE 38

  If you win this combat, turn to 341.

  55

  Your super-keen senses warn you that Prarg is walking towards a patch of thin ice. At once you shout a warning and he halts in his tracks. Then, carefully, he retraces his steps and follows in your footsteps as you make a wide detour around this perilous section. An hour later you reach the far side of the lake and hurry into the forest beyond.

  Turn to 187.

  56

  You take a Gold Crown from your money pouch, flick it in the air, and then catch it on the back of your hand. With your advanced skills it is easy for you to sense immediately what the coin is showing, but Prarg is not so gifted.

  ‘Heads or tails?’ you ask your companion.

  Thoughtfully he scratches his chin as he considers his answer.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 117.

  If it is 5–9, turn to 298.

  57

  Despite your realistic disguise and plausible story, the Tukodak guards are not deceived.

  ‘Gazim!’ shouts the spear-wielder, and you are forced to knock Prarg aside to save his life as the angry Drakkar thrusts at his chest. You move back a few paces and draw your weapon just in time to defend yourself as the guards rush to attack.

  Tukodak Guards: COMBAT SKILL 38 ENDURANCE 34

  If you win this combat, turn to 12.

  58

  You crash down upon a stack of ale barrels which, in turn, topple and fall, pinning you beneath them. Yet despite your heavy landing, your cat-like reflexes save you from sustaining any serious injuries: lose only 1 ENDURANCE point.

  At once you try to extricate yourself from beneath the heavy casks, but a sudden sound causes you to stop and stare at the broken trapdoor. In the alleyway above, you hear the sounds of a struggle taking place: the Drakkarim have found your companion, Prarg, and they are attempting to overpower him by force.

  Turn to 225.

  59

  The open doors to the tower appear to offer the only means of access to the temple. Because of this, you decide that you will try to overpower the two Tukodak who are standing guard there. Armed with your formidable Kai skills, and with dusk fast turning to darkness, you are confident you will succeed.

  You tell Prarg, who is unarmed, to wait here at the forest's edge until you signal for him to join you. Then you stalk towards the tower, your approach masked by your camouflage skills. At first the way is easy, but the last twenty yards of ground to the stone ramp have been cleared of temple debris and this area is completely open, devoid of any cover.

  Pick a number from the Random Number Table. If you have reached the rank of Kai Grand Guardian, add 1. If you have reached the rank of Sun Knight, add 2. These bonuses are not cumulative (i.e. if you hold the rank of Sun Knight, you add just 2 not 3).

  If your total score is now 5 or less, turn to 268.

  If it is 6 or higher, turn to 151.

  60

  Dawn breaks as you sail into the estuary of Dakushna's Channel. Prarg keeps the boat in the centre of the wide waterway, where the slimy water is deepest and the ever-present risk of grounding upon submerged debris is less likely to befall you.

  Soon you are enveloped by the chaotic wilderness of the Hellswamp and you feel your spirits drop, as if they are being leeched by some unseen vampire. The monotonous view of slime-laden mudflats extends seemingly forever on every side, broken only occasionally by a dead, vine-strangled tree. You bo
th take some comfort in the fact that there is a wind and it is blowing in a favourable direction. Despite the depressing scenery you make good progress until, late in the afternoon, you are forced to lower your sail when you reach a point where unexpectedly the channel splits in two. Prarg says that this split must have occurred recently, for it was not present the last time he sailed this way. Reluctantly he admits that he is not sure which way to go.

  Upon the edge of the left bank, in the middle distance, you see a circle of mud huts perched close to the channel's edge. You magnify your vision, but you are unable to discern any signs of life.

  If you wish to enter the left channel which passes close to the circle of mud huts, turn to 144.

  If you wish to take the right channel and thereby avoid passing by the huts, turn to 235.

  61

  ‘I'll prepare a diversion. When the guards and their dogs are drawn away from the perimeter fence, you must act quickly. You and your men must storm the gates. Once you are free, make your way to the armoury with all haste. You'll find your weapons there.’

 

‹ Prev