Vampirium

Home > Other > Vampirium > Page 4
Vampirium Page 4

by Joe Dever


  Halt Missile — This causes any projected or hurled missile (e.g. arrows, axes, crossbow bolts) which may pose an immediate threat to the life of a Sun Knight, to cease its flight and remain stationary in mid-air. The effect of the spell lasts for 2–3 seconds, allowing the Sun Knight time in which to move away from the missile's line of flight. Initially only one missile can be affected by this spell, but the number increases as a Grand Master rises in rank.

  Strength — By casting this spell, a Sun Knight is able to greatly increase his or her physical strength for a short duration. It can be used to lift or move heavy objects, or to effect a temporary increase in COMBAT SKILL and ENDURANCE scores whilst fighting an enemy.

  Sun Lord

  If you are a New Order Kai who has attained the rank of Sun Lord, you will now benefit from improvements to the following Grand Master Disciplines:

  Grand Weaponmastery

  Sun Lords with this Discipline are able to cause the metal edge of any non-magical weapon to ignite and burn fiercely. When a Weapon thus affected is used in combat, it inflicts an additional 1 ENDURANCE point loss upon an enemy in every successful round of combat. This ability cannot be used with a wholly wooden Weapon such as a Quarterstaff.

  Herbmastery

  Sun Lords who possess this Discipline are able to cause living plants, e.g. grasses, bushes, flowers, weeds, rushes, to entwine themselves around the limbs of hostile creatures, thereby hampering their free movement. Sun Lords are able to target only one creature in this way. An additional creature can be affected for every level a Grand Master rises above the rank of Sun Lord.

  Assimilance

  Sun Lords who possess this skill are able to cause the outline of their bodies to become blurred and indistinct. By so doing, they can greatly increase their chances of avoiding magical and/or non-magical missiles directed at them.

  Grand Huntmastery

  Kai Sun Lords with this skill are able to see, with acute accuracy, light in the infrared spectrum, i.e. they can see the complex patterns generated by heat in near or total darkness. They can also see light in the ultraviolet spectrum.

  Kai-surge

  Sun Lords who possess mastery of this Discipline are able to launch a Kai-blast — a pulse of intense psychic energy which is capable of affecting both psychically active and inactive enemies. This form of psychic attack is very effective, more so than a usual Kai-surge, Psi-surge, or Mindblast. It can cause an enemy to lose between 2 and 18 ENDURANCE points in one attack. A Kai Sun Lord using Kai-blast determines the damage inflicted on an enemy by picking two numbers from the Random Number Table. These numbers should be added together (a ‘0’ = 1) and the resultant total equals the damage inflicted. However, use of a Kai-blast will reduce a Sun Lord's ENDURANCE points total by 4. It cannot be used in conjunction with any other form of psychic attack.

  Telegnosis

  Sun Lords who possess this Discipline are able to alter their body weight in order to walk successfully upon different kinds of surface, e.g. water, mud, lava, and quicksand. Time duration — and degree of surface difficulty — increases as a Grand Master rises in rank.

  Magi-magic

  Grand Masters who have reached the rank of Sun Lord are able to use the following battle-spells of the Elder Magi:

  Penetrate — This increases the penetrative energy of any Arrow, or Arrow-like missile, launched by a Sun Lord.

  Energy Grasp — This spell enables a Sun Lord to discharge a powerful electrical force into anything he or she touches. It is similar in effect to the Brotherhood Spell Lightning Hand. It differs in that it is easier to control and channel the resulting energy. It also requires the actual touching of an object or enemy to effect the spell.

  Bardsmanship

  Kai Sun Lords with this skill are able to direct their musical abilities to disrupt the structure of inanimate breakable objects, e.g. glass, ceramics, urns, flasks, causing them to explode violently. Any person or creature in close proximity to the destroyed object risks injury from flying fragments.

  The nature of additional improvements and how they affect your existing Grand Master Disciplines will be noted in the Improved Grand Master Disciplines section of future Lone Wolf New Order books.

  New Order Wisdom

  Grand Master, you are about to embark upon a vital mission to deny Autarch Sejanoz the Claw of Naar, an ancient yet deadly artefact of evil. During your quest to distant Bhanar you will encounter many strong and cunning adversaries, and your mission will be fraught with danger at every turn, so remain on your guard at all times.

  Some of the material items that you find will be of use to you, but others may be red herrings of no real value at all. If you discover items during your mission, be selective in what you choose to keep. Pick your initial four Grand Master Disciplines with care for a wise choice will enable anyone to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE scores may be. Completion of previous Lone Wolf adventures (Books 1–26) may be advantageous, but it is not essential for the successful completion of this New Order adventure.

  May the light of the Gods Kai and Ishir guide and protect you during your mission in the sinister realm of Bhanar.

  For Sommerlund and the Kai!

  1

  Within the hour, you find yourself standing beside Lord Rimoah at the deck-rail of the sleek flying ship Cloud-dancer, watching the Kai Monastery melt away into the distance as the craft soars into an azure sky. The weather is fresh and clear, and you are blessed with a strong tail wind that will assist your long journey south to the land of Bhanar.

  Rimoah has already charted a course for Sunderer Pass, and as his young Toranese crew attend to the running of the skyship, you settle back into the plush comfort of the captain's cabin and discuss with him the details of your mission. After a delicious supper, you retire early and rise late in order to be best prepared for the task ahead.

  By noon of the next day, you have already crossed the Tentarias and entered into Southern Magnamund. You spend much of the early afternoon standing at the bow rail, lost in your thoughts as an endless panoply of rolling hills and grasslands pass silently beneath Cloud-dancer's gleaming keel.

  When the forbidding peaks of the Darkwall Mountains are sighted on the horizon, Rimoah takes charge of the helm and steers the skyship on a southeasterly bearing to avoid them. These mountains mark the northern boundary of the Doomlands of Naaros, and Rimoah is anxious to avoid this notoriously stormy region. Skilfully he navigates a course around the eastern boundary of the Doomlands until, late in the afternoon, you see the snow-capped tips of the Southern Dammerdon Mountains soar into view.

  Rimoah passes the helm back to his bo'sun, and then he hurries to join you at the bow rail. ‘Keep your eyes peeled, Grand Master,’ he says. ‘Sunderer Pass is a narrow gorge. It'll be hard to spot from here.’ Aided by your ability to magnify your vision, you are the first one to see the tiny pass. Rimoah praises your keen sight and he signals to the bo'sun to bring Cloud-dancer around to the southern slopes of the Dammerdons, to a place where the pass emerges from the mountain range. Here you notice a pale cross of sun-bleached boulders laid out on the dark, dusty ground. It is a sign Rimoah has been hoping for, and excitedly he calls for the bo'sun to steer the skycraft towards it.

  Cloud-dancer is brought to hover directly above the cross. You leave the rail and accompany Rimoah into a boarding cage located at the stern, and together you are winched to the ground. As the cage touches down, you push open its iron gate and step out. Your pulse quickens when suddenly you see four shadowy figures emerging from the surrounding rocks.

  To continue, turn to 225.

  2

  You make a wide detour around the encampment before continuing your ride south. It is mid-afternoon when you see a settlement in the distance, one of many that can be found on the fringes of the Yua Tzhan province. As you are passing through this ragged plains village, you see a busy market in operation. The traders and their costumers stop to sta
re as you ride past; their eyes drawn by the unusual cut and colour of your tunics.

  Gildas points to a clothes stall that is heaped with simple straw-coloured robes, much favoured by these Bhanarian plains-dwellers. ‘Maybe a wise purchase, Sir Kai?’ he mutters. ‘I fear our tunics may arouse yet more suspicion the further south we venture.’ You nod in agreement and halt to ask the trader how much he wants for four of his robes.

  ‘One hundred and fifty Ren,’ he replies, breezily.

  The trader's price is the equivalent to 15 Gold Crowns. The rangers do not have any money, so if you wish to purchase these garments you must pay the full price.

  If you can afford to pay the trader's price, turn to 218.

  If you do not have sufficient Gold Crowns to pay for these robes, turn to 83.

  3

  Your tracking skills tell you that this hut was abandoned by its owner earlier this morning. Its log stove is still warm, and a plate of food lies untouched on the table. You share out the food and dry your clothes by the stove. Sergeant Paviz keeps watch at the window in case a patrol should come by to search the hut.

  As midnight approaches, the enemy activity in Zuda decreases. Gildas suggests you should leave during the night to minimize risk of discovery; the darkness provides invaluable cover. You agree, and after midnight you set out for the town.

  Bhanarian soldiers are billeted in most of the shops and houses. You keep to the back streets to avoid the patrols, but every alley and avenue leads to the market square at the centre of the town, and you cannot avoid passing through this area. In the middle of the square a magnificent tent has been erected. High above flies a scarlet flag emblazoned with a gold tiger's head. This is Sejanoz's personal flag and it signifies that the Autarch is here in person. A dozen of his best soldiers guard his tent, and parked beside its entrance are two strange machines.

  The first is an elaborate shrine. It is fashioned from gold and jewels and has been crafted into the likeness of a tiger's head. Two huge ivory fangs protrude from its jaw and its jewelled eyes glow with a flickering scarlet fire.

  The second is a golden chariot. This vehicle has no team of horses to pull it, for it needs no animals to cause it to move. It is a sky chariot, powered by the same magical forces that enable Cloud-dancer to soar through the air.

  You are observing the shrine from the cover of a doorway when suddenly the head slowly rotates in your direction, and two pencil-thin beams of red light shoot from its eyes. You duck back, but it is too late — the shrine has detected your presence. The guards at the tent raise the alarm and a troop of Bhanarians come running from the doorway of a nearby hall.

  ‘Run!’ cries Gildas, as the soldiers come rushing towards you.

  To continue, turn to 86.

  4

  Upon your safe return, you tell Paviz and Yalin of what you observed at the copse.

  ‘They're unaware we've caught up with them,’ says Captain Gildas, smiling slyly.

  ‘Yes, and we must exploit our advantage to the full,’ you reply. ‘You and your men must untie their horses and scatter them so that they cannot pursue us when I snatch the Claw of Naar, literally, from beneath their leader's nose.’

  The rangers approve of your plan and they are eager to put it into action. Gildas and his men mount up and skirt around the copse in a wide arc until they are in position on the far side, within sight of the enemy's unguarded mounts. They take your horse in tow, for your plan is to rejoin them and make a speedy escape as soon as you have retrieved the Claw. Meanwhile, you approach the copse and halt within sight of the campfire. Only one of the Imperial Guardsmen is still awake, and although he has been posted to stand watch, you see that he is having difficulty keeping his eyes open. The squad leader is tossing and turning in his sleep, as if he is having a bad dream, and as you inch closer to him you fear that he could awaken at any moment.

  If you possess Kai-alchemy and wish to use it, turn to 158.

  If you do not, turn to 116.

  5

  11Quickly you retrieve the Poghlam from your Backpack, flip open the stopper, and down it all in one gulp.

  Instantly, the nausea subsides and you feel a wave of strength coursing through your veins: restore 4 ENDURANCE points.

  To continue, turn to 48.

  [11] This section is unreachable and superfluous since it is equivalent to Section 175.

  6

  Before you release your bowstring, you recite the words of the Old Kingdom Spell Flameshaft and a magical blue flame engulfs your Arrow's tip. Then you send your fiery missile arcing towards a pool of oil on the ground in front of the charging Xanon. It plunges into the black puddle and ignites with a terrific Whoomph! exploding a searing ball of flame and black smoke into the air. The heat of the fireball forces the Xanon to retreat, but as they pull back, you become aware of a new threat.

  Some Xanon have ridden in a wide arc around the ruins and have come up behind your position. You hear their leader snorting gruffly as he leaps into the ruined hall, and quickly you spin around to face him. Shouldering your Bow, you unsheathe your Kai Weapon and leap forward to block him before he can launch a surprise attack upon the backs of your three companions.

  To continue, turn to 270.

  7

  Skilfully you land your blow upon the centre of the falling rock and it explodes into a harmless cloud of dust.

  To continue, turn to 339.

  8

  You are halfway around the perimeter of the hall when suddenly you are seen by the soldiers at the table. Some grab their weapons and come rushing at you, while others leave the hall to raise the alarm. You fight well and slay those who attack you, but the hall is soon awash with reinforcements and you are forced to surrender.

  The rangers are also captured, and together you are taken before the Sergeant of the Guard. He denounces you as would-be thieves, out to steal provisions, and he orders that your weapons and equipment be confiscated before you are led away and thrown into the dungeons.

  As the heavy door to your cell slams shut, you immediately look for a way out of this grim prison chamber. You try to pick the lock, but your attempt is thwarted when the sergeant and his guards return. With them is the squad leader of the Imperial Guard, the same man from whom you took the Claw of Naar. He is carrying the accursed artefact, and when the iron door is opened, he points it at you and triggers a fearsome blast of raw energy. In the cramped confines of the cell there is no hope of escaping from its terrible power. In the blink of an eye, you and your brave companions are engulfed and consumed by a terrifying ball of white-hot fire.

  Tragically, your life and your mission end here in the barracks dungeon of Yua Tzhan.

  9

  As the nausea subsides, you see the Autarch come stalking forwards, slashing and scything at you with his needle-claws. He is like an angry tiger. As you duck below one sweeping attack, he catches you in the back with a lightning-fast following strike. His needle-claws become embedded in your Backpack, and it is wrenched from your back when he sends you crashing headlong against the chamber wall: lose 2 ENDURANCE points. (You must now erase everything in your Backpack.)

  To continue, turn to 94.

  10

  You call upon your Grand Mastery of the Kai healing skills to deaden the pain of the old man's wound before you draw out the arrow. Then you lay your right hand upon his chest and transmit the power of your healing Discipline into the open wound. Within seconds the wound is sealed, leaving no trace of its existence.

  To continue, turn to 76.

  11

  Beyond the door you discover an empty chamber with a flight of spiral steps. You check your Siyenese Compass and then you lead the rangers up these iron stairs to a wide corridor on the floor above.

  You instruct Gildas and his men to wait at the top of the staircase while you make sure the way ahead is clear. Tall arched windows march past on either side as you approach a door at the end of the passageway. You detect the aroma of roasting meat and h
ear the sounds of feasting, and when you peep through the door's keyhole, you see a soldiers' mess hall beyond.

  Carefully you twist its spherical handle and push open the heavy oak door just a few inches. Peering around the door, you see a dozen Bhanarian soldiers sitting at a large table set before a blazing log fire. A side of beef is roasting on a spit above this fire, and the soldier's plates are heaped high with meat and vegetables. Stands of antique armour are positioned around the walls of the hall, and its panelled ceiling is decorated with the portraits of famous Bhanarian generals of old.

  Illustration I—Peering around the door, you see a dozen Bhanarian soldiers feasting at a long table.

  Some of the soldiers dining here are Imperial Guards from the squad that you encountered in Sunderer Pass. You scrutinise their faces, yet you cannot see their leader among them. Your Siyenese Compass indicates that the Claw of Naar is nearby; its needle is pointing to a door on the far side of the mess hall. You sense that the Claw is in the room beyond this door, and you resolve to find a way of reaching it without being seen.

  If you possess Grand Nexus and wish to use it, turn to 222.

  If you possess Assimilance and wish to use it, turn to 98.

 

‹ Prev