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Vampirium

Page 10

by Joe Dever


  One entire half of the great circular room is dominated by a huge latticed window, through which you can see every rooftop in Zuda. You hurry across the chamber and peer down through the glass at the courtyard below. It is teeming with Bhanarians and you fear that they now have you trapped like rats in a very comfortable cage. You raise your eyes and look towards the market square. The Autarch's tent can clearly be seen, with the tiger's-head shrine standing near. You see its head slowly rotating towards the tower. In the next instant, two pencil-thin beams of red light come shooting from its eyes. Before you can look away, they hit the window, and you are blinded by their terrific glare.

  If you possess Deliverance, turn to 171.

  If you do not, turn to 188.

  137

  Behind the portrait you discover a safe embedded in a granite wall. There is a dial set near the middle of its iron door, and it is ringed with numerals ranging from 0 to 9. Your Sixth Sense reveals to you that by turning the dial consecutively to the correct three numbers, you will cause the lock to disengage and the door to the wall safe will open.

  The first number in the sequence is equal to the levels of Kai rank a Sun Prince is superior to a Grand Thane.

  The second number is equal to the original total of rangers in Gildas' command, including the captain himself.

  The third number is equal to twice the number of islands in the northern gulf of the Chai Sea.

  When you think you know the three-digit answer, note down the figures in order and turn to the section of this book which is the same as your answer.16

  If you are unable to determine the correct solution, turn instead to 294.

  [16] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

  138

  The tall grass gives way to shorter vegetation as you draw closer to the ruins. You are riding along the dried-up river bed that divides this ancient site when suddenly you hear a sound like thundering hooves. The noise is coming from the north and you command your companions to rein their mounts to a halt. To get a better view, you stand upon your horse's back and magnify your vision. A tingle of shock runs down the length of your spine when you catch sight of a group of strange creatures approaching the ruins at a terrific pace. They have black bull-like bodies, yet their heads are crocodilian in shape and a spiky mane of hair runs the length of their muscular backs. They possess four legs and two forelimbs, tipped with claws, in which they cradle cumbersome lances crudely pared from the trunks of Vanchou pines.

  You inform Gildas of what is approaching the ruins and he gasps with fear. ‘Xanon!’ he exclaims. ‘Ishir save us!’

  If you wish to stand and fight these fearsome creatures, turn to 245.

  If you wish to attempt to flee from them, turn to 132.

  139

  The mounted patrol approaches and encircles and you. The officer is an aristocratic-looking soldier with a pencil-thin moustache, and he looks at your dishevelled robes with disdain. ‘What are four lowly plains-herders doing abroad in the city tonight?’ he asks.

  ‘We came to deliver horses to the barracks,’ you reply. He shakes his head slowly; he does not believe your story. ‘You are all under arrest,’ he says, and with a flick of his riding crop he motions his men to dismount and detain you. Gildas is the first to react. He grabs the officer by his sword belt and pulls him out of the saddle. You and the others follow Gildas' lead, and quickly you unhorse and overpower the officer's men. Then you mount their horses and gallop away along the street, leaving the patrol lying unconscious in the gutter.

  To continue, turn to 212.

  140

  You flip open the tube's hinged lid and shake a rolled piece of papyrus into your palm. On this scrap of material is a hastily-written message from Rimoah, telling you that the Claw of Naar must not be allowed to fall into the hands of Autarch Sejanoz. He urges you to find and destroy it. If that should prove impossible, you must take it to the city of Pensei. There you should make contact with Lord Ghadra, the Dessian envoy, and he will see to its destruction. He will also help you to return home to Sommerlund.

  To continue, turn to 310.

  141

  The sergeant raises the alarm and you and your companions are quickly surrounded. The gate guards encircle you with a ring of spears, forcing you to surrender. Then the sergeant denounces you as would-be thieves out to steal their 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 a 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 the searing ball of white-hot fire.

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

  142

  As you make the jump, the corporal sidesteps and thrusts at you with his spear. Its sharpened steel tip penetrates your rib cage and you are knocked out of the saddle by the force of the blow. As you fall, you strike the back of your head on the road and lose consciousness.

  Sadly, you never awaken. Before the rangers can come to your aid, the corporal stabs again with his spear and its tip punctures your heart. Your death is painless, and instantaneous.

  Tragically, your life and your mission end here.

  143

  With a mounting feeling of dread, you follow the trail into the Vanchou Forest. Upon entering this chill timberland it becomes strangely silent, as if the beasts and birds that dwell here can sense the presence of intruders.

  You have penetrated little more than a mile into this unwholesome forest when you come upon the wreckage of a wagon abandoned by the side of the trail. A large black crow is perched on its rot-infested tailgate, and it caws angrily as you approach.

  If you possess Animal Mastery, turn to 329.

  If you do not possess this Grand Master Discipline, turn to 170.

  144

  You leap over the bodies of your slain enemies and rush across the mess hall towards the archway. As you draw closer, you shout out to the rangers that you are coming through. They lower their bows and give a rousing cheer when they see you rushing through the archway and along the corridor towards them.

  Upon rejoining them, you have good and ill news to impart. ‘I have retrieved the Claw of Naar, yet I fear our troubles have only just begun. We must make a speedy escape. I sense the enemy are closing upon us from every side.’

  Your instincts are correct. News of the fight in the mess hall is spreading like wildfire, and groups of armed Bhanarians are rushing towards this corridor from every quarter of the barracks. Your situation is beginning to look increasingly desperate until you suddenly see a way to escape from the corridor, a way that promises more than just a glimmer of hope.

  Turn to 57.

  145

  A dart thuds into your thigh and you scream with pain: lose 3 ENDURANCE points. Gritting your teeth, you take hold of the rusty missile, wrench it from your leg, and cast it aside with revulsion.

  To continue, turn to 304.

  146

  You quickly lose yourselves in a maze of passageways that take you deep into the heart of the city's Merchant Quarter. An hour slips away before you stop to catch your breath outside a tavern located near the city's South Gate. You are now a long way from the main square, and you fear the risk of capture if you should return to the inn to collect your horses. Mindful that you will need mounts for the long journey to Pensei, you resolve to find some new horses before leaving the city.

  Gildas draws your
attention to the lowly tavern before which you stand. There is a narrow alley that leads to stables located at the rear. Stealthily you approach the stable doors, and when you test them with the sole of your boot, you discover they are firmly locked.

  If you possess Grand Nexus, turn to 237.

  If you do not, turn to 313.

  147

  As you hit the ground, the crackling arc of black flame roars over your head and gouges a deep furrow along the wall of the trench. You cover your head with your arm to protect yourself from falling debris, and you hear the squad leader utter a curse as he prepares to finish you with a second burst of dark fire.

  To continue, turn to 43.

  148

  You muster your psychic powers and launch a Mindblast at the Autarch. The terrific force of your spell makes him shudder. He releases his grip, and the rangers fall limply to the floor. Then he turns to face you. ‘Give me the Claw!’ he demands, his voice booming around the chamber. ‘Give me the Claw and I shall spare all your worthless lives!’

  If you choose to obey his command, turn to 35.

  If you choose to refuse his command, turn to 338.

  149

  You leave your horses in the stable and walk through an arched corridor that opens into the taproom of the Golden Trough Inn. A warm fire and the welcoming smell of roasting meat greet your entry. The patrons of this establishment cast you no more than a cursory glance as you make your way to the counter and attempt to attract the innkeeper's attention.

  The owner of the tavern is a rotund man with freckled cheeks and an easy smile. You ask him the cost of stabling and quickly add that you and your friends will not be requiring rooms for the night. ‘Five Ren each,’ he says, ‘including their feed. You can pay in the morning when you come back to fetch 'em.’

  As you are leaving the inn, you are approached by a dark-skinned man wearing a turban. He introduces himself as Fanshalla and says that he is a fortune-teller of some renown. He produces a pack of cards from his robe and offers to use them to predict your future.

  Illustration IX—You are approached by Fanshalla, the fortune-teller.

  If you wish to accept the man's offer, turn to 197.

  If you wish to decline his offer, turn to 62.

  150

  As the sun rises over the eastern horizon, you catch your first glimpse of the formidable Chai Wall. You cast your eye along its entire length and observe the three great forts of Xian, Kinani, and Jhung. The tall crenellated walls of Fort Jhung lie directly ahead and, as you speed near to them, you observe something else, something unexpected and greatly welcome, which makes your spirits soar.

  Turn to 350.

  151

  You recite the words of the Brotherhood Spell Counterspell and direct its power at the sinister young woman. You see her shudder and recoil as the power of your spell washes over her and, for a short while, the rangers are spared the effect of her hypnotic voice. But the use of this spell leaves you vulnerable to a sudden psychic attack. Sensing this, the woman quickly seizes her chance to retaliate.

  Pick a number from the Random Number Table. If you possess Kai-screen, add 3 to the number you have picked. If your current ENDURANCE score is 15 or lower, deduct 2.

  If your total score is now 4 or less, turn to 337.

  If it is 5 or higher, turn to 101.

  152

  You enter the stables and find that it shelters seven horses and a mule. Gildas uses his expertise to choose the best mounts, and you help the rangers to equip them with saddles and bridles. When the horses are ready to ride, you mount up and lead your companions in single file along the alley.

  Unfortunately, the noise that you made upon entering the stables has alerted the tavern-keeper. When you pass his bedchamber window, he opens fire at you with his Bor musket.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 52.

  If it is 5–9, turn to 131.

  153

  You draw upon your lyrical skills to dampen the man's anger with the soothing, hypnotic sound of your voice. Under the influence of your Bardsmanship, he suddenly becomes calm and susceptible to your commands. You prompt him to tell his cohorts that he has made a grave error, that you are not the plainsman who swindled him after all, and meekly he complies with your suggestion.

  His accomplices are embarrassed by their friend's mistake, and they offer to buy you and your companions some ale. Politely you decline their offer and make your way quickly towards the door.

  Turn to 295.

  154

  You are struggling to free your trapped foot when suddenly one of the winged creatures comes swooping down from out of the clouds. It is clasping a large rock in its foreclaws, and as it glides overhead, it releases its grip and lets the rock hurtle towards your helpless form.

  If you possess Magi-magic and wish to use it, turn to 266.

  If you possess Kai-alchemy and wish to use it, turn to 135.

  If you possess Elementalism and wish to use it, turn to 51.

  If you possess none of these skills, or if you choose not to use any of them, turn to 230.

  155

  You sleep well and wake feeling refreshed and revitalized: restore 3 ENDURANCE points. Shortly after dawn, you break camp and set off across the marshlands, heading east. At first the spongy ground is a welcome relief from the jagged rocks and twisted roots that litter the Angfeng Forest. Then the marshy soil degenerates into a treacherous swamp, and you are forced to head south in search of firmer terrain.

  For two days and nights you trek across wetlands, living as best you can off the flora and fauna of this inhospitable region. By noon of the third day you catch sight of a stone bridge across the River Heng, on the outskirts of a town called Zuda. The rangers are excited at the prospect of escaping at last from the mosquito-infested wetlands, but their enthusiasm is dampened when you magnify your vision and take a closer look at this Chai border town.

  Turn to 206.

  156

  Upon entering the tented encampment, you are greeted by dozens of laughing children. They run alongside your horses and feed them with small handfuls of hay. As you approach the largest tent, an old man in a sweat-stained robe emerges and bids you good-day. He holds up a wizened hand to shield his pale eyes from the glare of the midday sun, and he asks if you and your companions wish to trade with him.

  If you trade with the old plains herder, turn to 181.

  If you choose to decline his offer, turn to 58.

  157

  The cannon's pressure cylinder erupts like a geyser, spraying the Bhanarians with deadly pieces of jagged shrapnel. Those who are not felled instantly by the force of the explosion are blinded and blistered by jets of scalding steam.

  To continue, turn to 47.

  158

  You whisper the words of the Brotherhood Spell Silence and cast it upon the area around the campfire to help you reach the sleeping squad leader undetected. Then, with great care, you stalk forward and stretch out your 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. Suddenly the Silence spell is broken and the squad leader awakes with a start. Before he can react, you snatch the blanket roll from beneath his head and leap forwards.

  Your heart is pounding wildly in your chest as you race towards the rangers on the far side of the copse. They have dispersed the Bhanarians' horses and they are waiting anxiously for you to appear. As you rush through the trees, you hear the squad leader screaming at his men to wake up and give chase.

  Pick a number from the Random Number Table.

  If the number you have picked is 3 or lower, turn to 195.

  If it is 4–6, turn to 39.

  If it is 7 or higher, turn to 2
75.

  159

  You rein your horse to a halt before the sleepy-eyed corporal, and he demands that a toll be paid before he will allow you and your companions across the bridge.

  ‘The price is 5 Ren per rider; that's 20 Ren for you all.’

  If you have 20 Ren and wish to pay the toll, turn to 241.

  If you have no Ren but you are willing to pay the equivalent price in Gold Crowns (20 Ren = 2 Gold Crowns), turn to 133.

  If you cannot or will not pay the bridge toll, turn to 297.

  160

  Your reactions have been dulled by the fatigue of your long journey. You fall behind the rangers and get caught by the full force of the mudslide as it comes thundering along the hill road. You lose consciousness the moment you are swept from your horse, and you are spared the pain of drowning in this merciless river of mud.

  Tragically, your life and your mission end here in the Honah Hills.

 

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