Vampirium
Page 9
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 271.
If it is 5–9, turn to 167.
113
Your improved Kai Mastery warns you that a heavy rainstorm is about to break over the Honah Hills.
If you wish to seek shelter from the coming storm, turn to 20.
If you choose to press on along the road, turn to 63.
114
You are wary of the creature's request and secretly you suspect that it is some kind of elaborate trap. You back away from the cave mouth and signal to the rangers to leave the clearing. The beast pleads with you to return, but you ignore its plaintive cries and hurriedly you remount your horse. Gildas beckons you to follow as he and his rangers make good their escape into the trees.
To continue, turn to 346.
115
You draw an Arrow to your Bow and take aim at the iron cylinder that is fixed on top of the barrel. You pray to Ishir that by puncturing this part of the steam-cannon, you will cause the weapon to explode.
If you possess Magi-magic and have attained the rank of Sun Lord, turn to 173.
If you do not possess this Discipline, or if you have yet to attain this level of Kai Mastery, turn to 54.
116
Carefully, you creep forward and stretch out your right hand to take hold of the blanket roll containing the Claw. The leader is oblivious to your presence, but as your fingers close around his pillow, your stomach heaves and your pulse begins to race.
You feel a tremendous concentration of evil radiating from the artefact, and its sudden assault upon your senses makes you gasp with shock.
Pick a number from the Random Number Table. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.
If your total score is now 3 or lower, turn to 262.
If it is 4 or higher, turn to 288.
117
Gildas falls unconscious at your feet, and you hear the Autarch's thin laughter echoing around the chamber. He has enjoyed watching the two of you fight, but now he wants what he has come all the way from Otavai for.
‘You have the Claw — I sense it,’ he growls, in a quiet, menacing tone. ‘Give it to me and you shall be rewarded. Deny me, and you will perish in agony.’
Your Kai senses detect that the evil aura which surrounds the Autarch is growing stronger. Suddenly you feel a strong wave of nausea rising in the pit of your stomach, and you feel unable to prevent it from overwhelming your senses.
If you possess some Poghlam, turn to 175.
If you do not possess this potion, turn to 285.
118
The sun has nearly set by the time you reach Yua Tzhan. Even at this late hour, the roads that approach the city's four gates are busy with the traffic of travelling merchants. Some have come from the gold-rush town of Bajo in the foothills of the Hyunsei Mountains, but most are arriving from Hotloi and Liyulin, their wagons laden with exotic wares.
As you approach the north gate you consult your Siyenese Compass, and its steady needle confirms that the Claw of Naar is here, somewhere, in this grand walled city. You and your companions pass through the arched gateway without challenge, and follow a broad lantern-lit avenue towards the city's main square. Many open-fronted shops line this thoroughfare, their display tables laden with goods to entice its citizens to part with their hard-earned Ren.
Upon entering the main square, you notice that small crowds have gathered on each corner. They are reading proclamations which have been pasted upon the walls by the city's officials. Using your Magnakai Discipline of Pathsmanship, you are able to translate the Bhanarian script for the benefit of your companions. The posters declare that tomorrow shall be a holiday. This is to celebrate a visit to the city by Autarch Sejanoz himself. He will arrive at noon tomorrow, and every citizen is expected to be present to honour their ruler when his entourage passes through the streets.
Your Kai senses tell you that the Autarch is visiting the city for one simple reason: he is coming here to collect the Claw of Naar. The news of his imminent arrival re-ignites your resolve to find the artefact, and swiftly.
As you and your companions are riding across the main square, you scan the surrounding buildings in search of an inn where you may stable your horses for the night. The houses and hovels of Yua Tzhan are densely-packed, and your search for the Claw will best be conducted on foot. There are several inns bordering the square, but only two have stables: The Prairie Princess and the Golden Trough.
If you wish to visit the Prairie Princess, turn to 273.
If you choose to visit the Golden Trough, turn to 149.
119
You draw upon your camouflage skill for protection and then you command Captain Gildas and his rangers to wait while you leave your hiding place and go in search of the squad leader. You suspect that he may be one of the two warriors who have been killed by the rockfall. Mindful that the Claw of Naar was sheathed in his belt, you are determined to seize this opportunity to capture it before the dazed Bhanarians recover their senses and regroup.
Swiftly you traverse the mound of rocks that now blocks the pass, and as you leap onto the trail unseen, you note that neither of the slain warriors is the squad leader. Then you notice a drainage channel which runs alongside the mountain trail and your Kai Sixth Sense tells you that the leader has escaped the rockfall by rolling into this trench. Without a moment's hesitation, you unsheathe your Kai Weapon and jump into the trench after him.
As your feet hit the bottom of the shallow gully, you see your adversary crouching less than a couple of yards away. For a moment you stare at each other in silence. Shock blanches the man's sallow, moustachioed face and his almond eyes widen with alarm, but he suddenly recovers his composure and springs to his feet. Tugging the mace-like Claw of Naar from his belt, he utters a terse laugh as he levels its taloned tip at your chest. There is a crackling hum of power. It precedes a bolt of black fire which leaps from the evil artefact like a living entity. Fearing for your life, you dive to the ground as this supernatural bolt of dark flame comes streaking along the trench towards you.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.
If your total score is now 2 or lower, turn to 308.
If it is 3–7, turn to 278.
If it is 8 or higher, turn to 147.
120
Silently you recite the words of the Brotherhood Spell Mind Charm and direct its power at the fortune-teller. Under the influence of your spell, he suddenly becomes susceptible to your mental commands. You tell him to take off his signet ring and give it to you. Meekly he complies. Then you tell him to forget that he ever set eyes on you and your companions, dumbly he nods his head, and then he drifts off into a deep sleep.
(On your Action Chart, record the Tiger Ring as a Special Item that you wear on the index finger of your right hand. You need not discard any other Special Item in its favour if you already possess the maximum number of items permissible.)
To continue, turn to 295.
121
Slowly they lower their spears, and the taller of the guards smiles and nods his head to indicate that he believes your story. He points to the stables and tells you to leave the barracks by this route. As you approach the open doors, he commands the troopers to let you and your companions use the far doors which open out on to the street. You offer up a silent prayer of thanks to Ishir for your good fortune as you and your companions weave your way through the busy stables towards the exit.
Turn to 347.
122
There is a blinding flash of scarlet light upon the instant that your blade strikes the shaft of the Claw, and a searing blast of energy sends you crashing backwards to the ground: lose 4 ENDURANCE points.
Painfully, you stagger to your feet and approach the stone block which is now wreathed with trails of grey smoke. To your dismay, you
discover that the Claw is still intact. Despite the huge burst of energy that your blow released, you discover no mark or blemish upon its gnarled shaft.
The blade of your Kai Weapon, however, is notched and discoloured at the point where it struck the shaft of the Claw (The damage to your Kai Weapon has caused a permanent reduction of 1 point to its COMBAT SKILL bonus. You should now adjust the bonus on your list of Special Items.)
To continue, turn to 228.
123
A blinding white light obliterates your vision and a terrifying numbness spreads rapidly from your neck to the soles of your feet. Helpless to resist, you feel yourself tumbling backwards into a fathomless abyss.
One of the steam-gun projectiles has pierced the side of your skull and penetrated your brain. Mercifully, your death is swift and painless.
Sadly, your life and your mission end here, at the Crimson Tower of Zuda.
124
You draw upon your elemental powers to whip up a whirling cloud of dust that engulfs the sinister woman. The dust obscures her from view, yet it does not break the hypnotic hold she has over your companions.
Fearing that you may be facing a powerful sorceress, you abandon your elemental attack and try to think of a more effective weapon to use against her.
If you possess Kai-alchemy and wish to use it, turn to 151.
If you possess Magi-magic and wish to use it, turn to 53.
If you possess Kai-surge and wish to use it, turn to 281.
If you possess none of these skills, or if you choose not to use them, turn instead to 164.
125
You return to the antechamber, but while you are unbolting the door to the mess hall, you hear an alarm bell and the sound of gruff Bhanarian voices. You listen to their cries and your heart sinks when you suddenly realize that your companions have been discovered.
Turn to 239.
126
You tug your Kai Weapon from its scabbard and draw it back in readiness to strike out as one of the winged horrors closes in for the kill. The creature swoops down and alights upon a nearby boulder where it swiftly folds its wings behind its pallid torso. Your stomach churns as you look upon its lean and sinewy body, which is studded with hundreds of horny spikes. Frothing drool drips from its fanged jaw as it flexes its talons and prepares to attack. You will have to fight it.
Bavazanur Leader (Winged Agarashi): COMBAT SKILL 42 ENDURANCE 40
This enemy is immune to Mindblast (but not Kai-surge).
If you win the combat, turn to 36.
127
You move quickly to seize this chance to cross the river before the soldiers return. You are the first to wade out into the water. You strike out against the current and reach the first stone pillar. Once you have a secure handhold, you signal to Gildas to follow. Soon you are all in the water, linked together by your hands and secured by the stone pillars, like a human chain. Gradually you work your way across to the far side, and together you approach Zuda under cover of darkness.
The road into the town is heavily patrolled by Bhanarian soldiers. When you nearly collide with one of these patrols, you are forced to seek cover in an empty woodcutter's hut.
To continue, turn to 3.
128
‘Come! We must pursue the enemy without delay,’ says Gildas, excitedly. ‘They must not be allowed to steal away the Claw.’
‘Hold, Captain,’ you retort. ‘The enemy is too strong. They outnumber us, and they possess a weapon that can slay us all but with one bolt. Do you not recall what happened at Sunderer Pass? You have lost one good man already. Surely you have no wish to risk our lives in a reckless pursuit.’
‘Are you abandoning your mission, Sir Kai?’ he asks, reproachfully.
‘No, Captain,’ you reply. ‘My vow to retrieve the Claw and oversee its destruction remains true. I merely propose we pursue the enemy at a safe distance. They may run with the Claw of Naar, but they cannot keep it from us forever. The tracker-gem that you placed in the haft will lead us to it, no matter where they may choose to carry it.’
‘You are right, Sir Kai,’ says Gildas, apologetically.
‘Firstly, we shall rest and recover our strength,’ you say. ‘Then we shall hunt down our enemies and reclaim that accursed artefact before it can be delivered to Autarch Sejanoz.’
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 201.
129
After several minutes and a great deal of effort, the lock disengages and the doors of the stables swing open.
To continue, turn to 168.
130
For most of the day you ride across a seemingly endless expanse of grassland without once catching sight of the enemy you are pursuing. It is nearly dusk before your keen eyes detect a column of wood smoke on the horizon, rising vertically in the still evening air. You call the rangers to a halt and then magnify your vision to take a closer look at the source of the smoke. It rises from a small copse of trees and you suspect that the enemy have set up a camp there for the night. The smoke tells you that they are cooking food, confident in the false belief that they have safely outdistanced you and your companions.
You inform the others of what you have seen before continuing your ride along the plains road. When you are within a mile of the copse, you leave the trail and dismount. Sergeant Paviz and Ranger Yalin are told to stay and hold the horses while you and the captain go forward to scout the enemy encampment.
Together you crawl towards the copse, side by side, concealed by the approaching darkness and the waist-high grass. You are within 100 yards of the enemy campfire when Gildas makes a sharp intake of breath. You glance at him and your blood freezes when you see that his face is inches from a grey conda — a deadly Bhanarian plains snake. The serpent's neck is raised and its wedge-shaped head is drawn to strike at your companion's eyes.
Illustration VIII—The deadly grey conda is only inches away from his face.
If you possess Animal Mastery or the Eye of Lhaz, turn to 70.
If you do not, turn to 56.
131
The tavern-keeper's blast of buckshot peppers your side (lose 2 ENDURANCE points) and damages your Quiver. You must now erase half of all the Arrows you carry, rounding the number of Arrows lost up to the nearest whole number where appropriate.
To continue, turn to 287.
132
You lead your company off to the east, but to your dismay you soon discover that the route ahead is blocked by a dozen fearsome Xanon. Reluctantly you are forced to turn about and return to the ancient ruins for fear of being run down and trampled beneath their pounding hooves.
As you are nearing the outskirts of the ruins, a volley of iron darts comes whistling past your head They have been hurled by the leading Xanon in an attempt to slay you before you reach the cover of the ancient stone walls.
Pick a number from the Random Number Table. If you possess Assimilance, add 1 to the number you have picked.
If your total score is now 4 or lower, turn to 145.
If it is 5 or higher, turn to 193.
133
You pay the toll, but the corporal becomes suspicious when he examines the two gold coins. Sommlending mintage is a rarity in this part of Magnamund.
If you wish to ask the corporal to raise the barrier and let you cross, turn to 231.
If you decide to give him another 2 Gold Crowns to help him allay his suspicions, turn to 280.
134
You tell your companions to raise the hoods of their robes to keep their faces hidden, and then you beckon them to follow as you approach the rear of a canvas-covered wagon that is queueing outside the main entrance. Swiftly you clamber over its tailgate and hide yourselves among its load. Several minutes later, the wagon begins to move. You tear a hole in its canvas cover through which you can see the inner buildings of the barracks complex as they pass. The wagon trundles along a passageway tow
ards a parade square, beyond which lies its final destination — the kitchen store rooms. You clamber to the rear of the wagon and crouch beside the tailgate. Then, at the moment the vehicle emerges from the passageway, you signal to your companions to leave. One after the other, you leap from the back of the moving wagon.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked.
If your total score is now 3 or lower, turn to 165.
If it is 4 or higher, turn to 66.
135
You quickly recite the words of the Brotherhood Spell Invisible Shield. As the last spell-word leaves your lips, a translucent disc shimmers into being and the falling rock slams into it with a loud Thwack! The rock shatters into hundreds of stone splinters, some of which pepper your legs and abdomen: lose 1 ENDURANCE point.
To continue, turn to 339.
136
You follow Gildas and the others as they climb a wide flight of spiral stairs to the top of the tower. As you ascend, lanterns set at intervals in the wall spontaneously ignite, bathing the stone steps with a warm, yellow light. A sumptuous chamber occupies the top floor of the tower. By the time you arrive there, its many lanterns are aglow, and its great log fire is blazing warmly in the grate. The light and heat make for a welcoming arrival, but they give a false impression. Dust lies thickly on the surfaces of every bookshelf, table, and chair. This chamber is well appointed, but it has lain neglected for more than a year.