Vampirium

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Vampirium Page 15

by Joe Dever


  ‘Where is the Claw?’ you say, raising your Kai Weapon to reinforce your demand. The sallow-skinned man narrows his eyes until they become like slits in his face, and he shakes his head slowly from side to side. He refuses to answer your question.

  Suddenly he reaches over the side of his bath tub and attempts to grab something that is lying on the floor, hidden from view.

  If you wish to rush forward and strike the squad leader with your Kai Weapon, turn to 107.

  If you wish to rush forward and tip him out of his bath tub, turn to 169.

  If you wish to throw your Kai Weapon at the squad leader, turn to 89.

  261

  Shortly after dark, you make your way towards the stone bridge, keeping close to the river to avoid the enemy encampments on either side of the road which crosses into Zuda. You get to within 6 yards of the bridge itself before you are forced to stop when you see enemy soldiers at the river's edge. They are filling their canteens and washing clothes. If you are to make a successful crossing below the bridge, you will first have to distract them, or lure them away.

  Illustration XVI—Bhanarian soldiers at the river's edge.

  If you possess Assimilance and have attained the rank of Kai Grand Master Superior or higher, turn to 17.

  If you possess Elementalism and have attained the rank of Kai Grand Defender or higher, turn to 333.

  If you possess neither of these skills, or if you have yet to attain the required levels of Kai Mastery, turn to 79.

  262

  The squad leader awakes with a start and reaches for his sword but, before he can unsheathe it, you snatch the blanket roll from beneath his head and leap over his prone body.

  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 4 or lower, turn to 195.

  If it is 5–7, turn to 39.

  If it is 8 or higher, turn to 275.

  263

  You recite the words of the Old Kingdom Spell Invisible Fist and thrust your right arm stiffly towards the lock. A wave of energy surges from your clenched fist and strikes the lockplate, smashing its internal mechanism. The doors shudder and then they swing slowly open.

  Turn to 152.

  264

  You draw upon your Magnakai Discipline of Curing to numb the pain of the old man's wound before drawing out the arrow. Then you lay your right hand upon his chest and transmit the power of your healing skills into the open wound. You feel some of your energy draining from your body (lose 2 ENDURANCE points) as the healing process takes place, but when finally you remove your hand from his chest, you discover that no trace of his wound remains.

  To continue, turn to 76.

  265

  A chunk of jagged masonry hits you in the neck and knocks you sideways to the ground: lose 4 ENDURANCE points.

  If you have survived this wounding, you can continue by turning to 104.

  266

  You quickly recite the words of the Old Kingdom Spell Shield and make a circle in the air with your right hand. A translucent disc shimmers into existence, and the falling rock slams into it with a loud Crack!

  Pick a number from the Random Number Table. For every level of Kai rank you have achieved, above that of Kai Grand Sentinel, add an additional 1.

  If your total score is now 0–3, turn to 88.

  If it is 4 or higher, turn to 185.

  267

  You focus the power of your Discipline upon the iron cylinder and you cause a rapid rise in the temperature of the steam. Moments later, the valve fails and the cylinder explodes with devastating effect.

  Turn to 157.

  268

  A fight is on the verge of breaking out when suddenly the innkeeper intervenes to break it up. You hear the distinctive metallic click of crossbows being cocked, and when you look to the taproom bar, you see the innkeeper holding two of these weapons, one in either hand.

  Illustration XVII—The innkeeper holds two cocked crossbows, one in either hand.

  ‘I'll drop the first man to draw a blade,’ he growls. ‘You!’ he shouts, directing his ire towards your accuser. ‘Get out, and take your friends with you.’

  The one-eyed man curses under his breath, and then he turns on his heel and leaves with his motley cohorts following in his wake. You thank the innkeeper for his timely action but he does not reply. You can tell by his stony silence that he would prefer it if you and your companions left as well.

  If you possess Telegnosis or Grand Pathsmanship, turn to 340.

  If you possess neither of these skills, turn instead to 37.

  269

  The rangers are mortified that they came so near to slaying you. They help you to your feet and beg you to forgive their reckless bow-fire. ‘There's no time for reproach,’ you reply, stoically. ‘I have retrieved the Claw of Naar, yet I fear our troubles may 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 spy a way to escape from the corridor that promises more than just a glimmer of hope.

  Turn to 57.

  270

  The Xanon leader roars with excitement as he comes galloping across the floor of the ancient hall. His amber eyes gleam with murderous intent, for he has set his mind on skewering you upon the tip of his crude wooden lance.

  Xanon Leader: COMBAT SKILL 46 ENDURANCE 42

  If you win this combat, turn to 277.

  271

  From the dense blanket of cloud there descends a host of winged horrors. They have sinewy bodies studded with hundreds of horny spikes, and a cold yellowy light radiates from slits in their faces where one could expect there to be eyes. Bubbling drool streams from their fanged jaws as they circle once around the pass and then come swooping down to attack you and your companions.

  If you possess Kai-alchemy and wish to use it, turn to 199.

  If you possess Magi-magic and wish to use it, turn to 330.

  If you possess a Bow and wish to use it, turn to 23.

  If you possess neither of these skills, nor a Bow, or if you choose not to use any of them, turn instead to 126.

  272

  You are a few leagues to the south of the toll bridge when you pass a signpost that says: BEHNAZ — 70 miles. Beyond this point, the hill road begins to twist like a swimming serpent. You are passing around one of its seemingly endless bends when you hear a loud rumble of thunder echoing through the hills.

  If you possess Grand Pathsmanship and have attained the rank of Kai Grand Sentinel or higher, turn to 113.

  If you do not possess this skill, or if you have yet to reach this level of Kai Mastery, turn to 63.

  273

  You stable your horses and enter the taproom of the Prairie Princess. As the door creaks open, a gust of ale-soaked air and the jingle of bells interrupt the hubbub. The denizens of this tavern cast your party a suspicious glance or two, and then they return to their conversations. The innkeeper approaches, wending his way nimbly through the closely-packed tables. He is a lean man with dark skin and a shaven head. You ask the cost of stabling and add that you shall not be requiring rooms for the night.

  ‘Seven Ren each,’ he says, brusquely. ‘You can pay tomorrow when you collect your nags.’

  You turn to leave the crowded taproom, but your way to the door is blocked by a stout, one-eyed man with a roughly-trimmed beard. ‘You plains-nomads have got some nerve t'come in here,’ he spits. ‘You swindled me, near on stole all my herd o' s
tallions. Well, I vowed I'd make you pay and now I'm going to collect!’

  With a flick of his hand he signals to his cohorts to bar the tavern door. You tell the man that he is mistaken, that he is confusing you for somebody else, but he pays no heed to your explanation.

  If you possess Kai-alchemy and wish to use it, turn to 215.

  If you possess Bardsmanship and wish to use it, turn to 153.

  If you possess neither of these skills, or if you choose not to use them, turn to 268.

  274

  You draw upon your Magnakai Discipline of Pathsmanship to mimic a Yua Tzhanian accent, and boldly you speak to the wary guards. You tell them that you and your companions are delivery drivers who have become lost. Brazenly you ask if they would kindly show you the way out of the barracks so that you can return to your wagons parked in the street outside.

  Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 1 to the number you have picked. If you possess Assimilance, add 2.

  If your total score is now 7 or lower, turn to 186.

  If it is 8 or higher, turn to 121.

  275

  The Autarch's men react swiftly to their squad leader's call, but you increase your pace and flee the copse before they can prevent your escape. Gildas and his men are ready to take off the moment you reach them, and, as you jump onto your mount, you hear the anguished screams of the squad leader echoing across the plain. With a cry of triumph on your lips, you dig in your heels and gallop away from the copse as fast as your steed can carry you.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 293.

  If it is 5–9, turn to 64.

  276

  The sinister river beast obeys your mental command. It spits out your rope and then disappears below the surface. You watch, and when you see its trail of bubbles moving rapidly downstream towards the stone bridge, you strike out with renewed vigour for the opposite bank.

  Upon reaching the far side, you tie your rope around a sturdy tree trunk and signal to the rangers to begin crossing. All three cross the river safely, 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.

  277

  As the Xanon bellows its death-cry and crumples to the ground, you see six of its kin come galloping along beside the west wall of the ruin. Fearful that these determined creatures could overwhelm your position if they chose to attack simultaneously, you command Gildas and the rangers to abandon their positions and escape to the east. Together you leap onto your horses and, as the captain leads his men away at the gallop, you stay and fight a brave rearguard action to delay the battling Xanon.

  With ice-cool nerve and deadly grace, you wield your Kai Weapon to deadly effect. Your blows shatter Xanon skulls and smash their lances, forcing them to abandon any hope of following the rangers as they make good their escape across the plain. But when the time comes for you to follow your fleeing companions, a thrusting lance blow to the middle of your back nearly unhorses you. You hang on desperately to the mane of your frightened mount as he leaps over the wall and carries you away.

  You rejoin the rangers at the top of a grassy rise that overlooks the ancient ruins. The triumphant cries of the Xanon are carried to you on the wind, and when you magnify your vision, you see they have gathered in a group in the ruins of the hall. One of their number appears to be holding aloft a short staff. You focus upon it and your heart sinks when you see that it is the Claw of Naar!

  Turn to 72.

  278

  As you hit the ground, a black funnel of flame roars over your head and strikes you in the back of your legs. A searing pain runs the length of your spine and explodes in your head, making you scream with anguish: lose 6 ENDURANCE points.

  If you have survived this wounding, turn to 43.

  279

  There is a fiery flash and a loud bang, and suddenly a white light obliterates your vision. A terrifying numbness spreads rapidly from your neck to the soles of your feet, and you feel yourself tumbling backwards into a fathomless abyss.

  The lead ball from the squad leader's pistol has pierced your forehead and penetrated your brain. Mercifully, your death is swift and painless.

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

  280

  The corporal smiles broadly when you place two more gold coins into his hand. Immediately he orders the barrier be raised, and as you trot your horses onto the bridge, he waves farewell and wishes you a swift and safe journey.

  Turn to 272.

  281

  You draw deeply upon your psychic powers and construct a glowing ball of mental energy which you launch at the sorcerous woman. You see her shiver uncontrollably as the power of your Mindblast penetrates her defences and, for a short while, the rangers are spared the effect of her hypnotic voice. But the use of this attack leaves you vulnerable to a sudden psychic assault. 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.

  282

  You unsheathe your Kai Weapon and you offer up a prayer to Ishir to protect you as you get ready to launch yourself into the fray. With your battle-cry upon your lips, you pull open the door and rush headlong across the mess hall, flailing your deadly blade at any Bhanarian who dares to stand in your way. Your sudden attack from the rear diverts the gunners' attention away from the rangers. As you cut a bloody swathe through their comrades, they are forced to abandon the steam-cannon and face you with cold steel.

  Bhanarian Guards & Gunners: COMBAT SKILL 40 ENDURANCE 40

  If you win this combat, turn to 144.

  283

  The fortune-teller becomes irate. He stands up and stabs at the air with his index finger as he threatens to report you to the City Guards. Gildas takes hold of his wagging finger and bends it back, forcing him to his knees. The man whimpers like a frightened puppy and says he has changed his mind. He will forget all about your supposed debt. You leave the table, and as you walk towards the tavern door, Gildas releases the trickster. He motions his rangers to accompany him as he follows you to the door.

  To continue, turn to 295.

  284

  You intone the words of the Old Kingdom Spell Penetrate moments before you release the straining bowstring and send your Arrow whistling towards the beast's open jaw. The missile sinks deeply into the roof of its foaming mouth and its magic-hardened tip penetrates the creature's brain, killing it instantly.

  Turn to 18.

  285

  You draw upon your psychic defences, but to no avail. In this instance they fail to protect you from the concentration of ancient evil that is present within this chamber: lose 4 ENDURANCE points.

  Turn to 9.

  286

  You hand over the Gold Crowns and the old man slips the coins into his pocket with a contented grin. Then you and your companions each take one of the loose-fitting robes and slip them on over your tunics. The thin, hooded garments are large enough to conceal your backpacks and weapons, and you are pleased to discover that they do not hamper your movement.

  Having concluded your business, you thank the old man and bid him farewell. Then you leave his tent and collect your horses.

  Turn to 118.

  287

  With the tavern-keeper's curses ringing in your ears, you urge your startled horses on to the end of the alley and then turn them towards the South Gate. Fortunately the gate is open, and its dozing guards pay you scant attention as you ride through its tall arch and depa
rt the city. The road beyond passes through several outlying settlements before it begins a gentle climb into the Honah Hills.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 202.

  If it is 5–9, turn to 194.

  288

  The squad leader awakes with a start. But before he can react, you snatch the blanket roll from beneath his head and set off at a sprint. With your heart pounding wildly in your chest, 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 275.

  289

  You call upon your Magnakai Discipline of Invisibility to help keep you hidden as you enter the mess hall. You take cover behind the nearest stand of armour, and by moving quickly from one suit to the next, you make your way steadily towards the far door.

 

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