The Forbidden City

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The Forbidden City Page 7

by Ian Page


  The use of this Magical Power has cost you 1 WILLPOWER point.

  Turn to 148.

  97

  As the Magdi falls to the ground dead, you turn and race through the thickening trees with Urik labouring above you, clinging to the branch of a tall tree. He offers you his hand and hauls you up onto the branch. Silently you hide in the tree and watch as the Shadakine dash past. When they are out of sight, Urik gives you a wink and you drop to the ground and head back the way you came. When you return to the clearing there is no sign of the Chaksu.

  Turn to 249.

  98

  Grimly, you ignore the searing pain in your shoulder and clamber to your feet. Immediately, you are spotted by the Shadakine and a hail of quarrels flies towards you. You slump unconscious to the ground, your heart punctured by one of the many bolts penetrating your body.

  Your life and your quest end here.

  99

  The warrior is amazed when an old beggar carrying a stick comes charging to attack him. He pays you scant regard until your Staff springs into life, shattering the illusion that deceived him. Owing to the surprise of your attack, ignore any ENDURANCE points lost in the first round of combat.

  Shadakine Warrior: COMBAT SKILL 17 ENDURANCE 20

  If you win the combat, turn to 40.

  100

  The ground ahead, which looks so solid, gives way as you prod it with your Staff. Instinctively you take a step backwards. Ripples cross the surface of the quagmire and it starts to bubble furiously. Suddenly, a huge greenish mass of slime and mud, bedecked with trailing creepers and dead vegetation, rises up out of the pit. You have disturbed a Swamp Giant and now you must fight it!

  Turn to 10.

  101

  By using the summons of the Chaksu Pipes, you could seek the aid of the mighty Chaksu in fighting the Shadakine. An attack from the swamp would also serve to divert attention away from any action within the city.

  If you wish to aid Sado and the Freedom Guild in this way, turn to 222.

  If not, turn to 53.

  102

  Sadly, you do not live long enough to see the sun set. The source of the movement amongst the Shadakine is a warrior who is creeping into position behind you. As you stare intently ahead, a crossbow bolt thuds into your back, throwing you forwards into the murky green water.

  Your life and your quest end here.

  103

  The cover of the tome is emblazoned with a Shianti rune. A deep dread stirs in your heart as you slowly translate the meaning of the symbol — Shasarak. This symbol can mean but one thing: your mortal enemy, Shasarak the Wytch-king, is a Shianti Master! If you decide to keep the book, mark it on your Action Chart as a Backpack Item. At the bottom of the chest you notice a slender Black Rod, with the rune of Shasarak upon its silver tip. If you wish to keep this Black Rod, mark it on your Action Chart as a Special Item (which you carry in a pocket of your robe).

  Meanwhile, Hugi has busied himself with his search for gold. ‘No gold … nothing,’ he blubbers.

  ‘Come now, we have no time for this, Hugi. Is there another way out of here?’

  Disgruntled by the lack of treasure, Hugi ambles to the far side of the cavern and points to an outcrop of rough-hewn granite. ‘Here is a door,’ he says, ‘but it is magic-locked. A problem for you to solve, eh Wizard?’

  If you possess the Power of Psychomancy and wish to use it, turn to 170.

  If you have the Magical Power of Prophecy and wish to use it, turn to 224.

  If you have the Power of Sorcery and possess 3 or more WILLPOWER points to use on the door, turn to 279.

  If you possess insufficient WILLPOWER points to use any of these powers, turn to 242.

  104

  You pass through the archway and into the city. ‘Gatekeeper, would you mind holding my horse for me?’ asks Hugi, holding out the reins of an imaginary horse. The Gatekeeper accepts the non-existent reins and leads the imaginary horse away. Hugi shrugs. ‘Sorry, I couldn't resist it,’ he says with a smirk.

  You walk along the deserted street, past old buildings, many of which are still intact, although, due to the strangeness of their designs, it is impossible to guess their original purpose.

  If you wish to explore one of these buildings, turn to 175.

  If you wish to continue along the main street, turn to 73.

  105

  The Magdi leap into action as the quailing slave unchains them. You unleash a mighty blast from your Staff at one of the hounds, knocking the Magdi off its feet but, to your dismay, despite the intensity of your attack the Magdi clambers snarling to its feet, shaking both heads, as if dazed. The attack has cost you 2 WILLPOWER points. The Magdi have a high resistance to magic.

  Meanwhile, the other Magdi continues towards you at an alarming speed, its great drooling jaws thirsting for your flesh. The hound is almost upon you and its muscles coil, ready to leap.

  If you wish to stand and fight the Magdi, turn to 61.

  If you prefer to evade the attack, turn to 185.

  106

  Samu and Urik do not return until nightfall. You cook the fresh meat they have caught over the fire and, when their catch is shared equally among the party, you find you have enough food for four Meals.

  The following morning you enter the region called the dead lands.

  Turn to 195.

  107

  Your Shield of Sorcery forms around you but its power cannot resist the translucent creature that advances towards you, for it is a Deathgaunt, a creature from the spirit world, raised by the Wytch-king to assail you.

  Turn to 169.

  108

  With a weak smile, you thank the king. ‘Either,’ you say with a gulp of dismay. As the nightmare banquet continues, you and your companions watch with mounting horror as the court feasts on human flesh.

  ‘We have to get out of here,’ whispers Hugi, his face tinged with green.

  Having dined to satiety, the king rises. ‘And now, dear guests and friends of Gyanima,’ he nods in your direction, ‘I must retire to my chamber. A good morrow to you all.’ The king departs. Soon, the courtiers leave and you make your way from the banquet hall. Now you are alone, you decide to try to find a way out of the palace.

  If you wish to return to the throne room, turn to 38.

  If you wish to enter a passage to your left, turn to 184.

  If you wish to enter a passage to your right, turn to 248.

  109

  A wall of fire six feet high springs up in front of you, forcing the Shadakine charge to halt abruptly. You beat a hasty retreat while the civilian mob and the Shadakine stare at each other in stunned silence, separated by a widening sheet of flame.

  Turn to 9.

  110

  The ground certainly felt solid enough when you probed ahead with your Staff but with your next step you are sucked down with great force. You disappear below the surface so quickly that Urik is unable to help you.

  Your life is over and your quest ends here.

  111

  ‘The land beyond the Mountains of Morn, the region that is called Desolation Valley, was once the heart of a great kingdom, a nation called Taklakot. One day, a mighty wizard came amongst them, and he bore a great gift — so they thought. It was a magical stone which harnessed the fire of the sun. The people of Taklakot grew in knowledge but it was a power gained without wisdom and a great calamity befell them. Somehow, the fire of the Sun stone was released and in a single day an entire race was wiped from the face of the world. The barren land you see around you is the result of that fateful day; its curse still lingers.’

  ‘But what of the Forbidden City? Why does it still stand?’ asks Samu.

  ‘The mountains that surround the valley held the blast. The Forbidden City, or Gyanima as it was called, stands beyond those mountains. It was built to guard the pass through the mountains and is the only remnant of a dead civilization.’ A greedy light gleams in Hugi's eyes. ‘The value of its treasures is immeas
urable,’ he breathes.

  Your Shianti training and lifestyle have taught you to place no value on material wealth and you soon lose interest in Hugi's tales of hidden gold. Once more, you ponder the incredible bleakness of the place. You gaze across the Belzar River, and to the hills beyond, and an involuntary shiver runs down your spine. Drifting down from the hills, you see an eerie, chilling sight. A ghostly, pallid form floats across the river, its hands outstretched towards you; it whispers with a voice like grating stone.

  If you wish to fire a bolt of magical energy from your Staff at the ghostly form, turn to 132.

  If you wish to wait for it to come closer, turn to 209.

  If you have the Magical Power of Sorcery and wish to use it, turn to 227.

  If you have the Magical Power of Elementalism and wish to use it, turn to 256.

  If you have the Magical Power of Enchantment and wish to use it, turn to 269.

  If you have the Magical Power of Evocation and wish to use it, turn to 295.

  112

  The Kazim light begins to falter. The Shadakine Wytch is weakening. Sustaining the challenge against the Kazim light costs you 1 WILLPOWER point.10

  If you wish to maintain the same level of attack, expending 1 WILLPOWER point altogether this round, turn to 286.

  If you wish to increase your attack by 1 WILLPOWER point, giving a total of 2 WILLPOWER points expended this round, turn to 190.

  If you wish to increase your attack by 2 WILLPOWER points, giving a total of 3 WILLPOWER points expended this round, turn to 253.

  [10] Remember to deduct the total from your WILLPOWER score before continuing your adventure.

  113

  The Kleasá does not advance; it is reluctant to leave the defence of the Shadow Gate. Tanith looks out to you with hope in her eyes. You lift your Wizard's Staff and aim it at the demon shadow, which radiates a strange black light.

  Tanith's expression changes to one of horror. ‘Grey Star!’ you hear her cry, her voice muffled by the proximity of the other world. ‘Stay your hand!’ The wild fire of your Staff tears towards the Kleasá and, as the bolt of energy hits the creature, it is Tanith who recoils in pain. Somehow, the Kleasá is making Tanith the victim of its pain. The Kleasá emits a chilling laugh full of scorn.

  If you have the Magical Power of Sorcery and with to use it to attack the Kleasá, turn to 122.

  If you have the Magical Power of Sorcery and possess the Mind Gem, and wish to use them both against the Kleasá, turn to 143.

  If you wish to use the Black Rod of Shasarak, turn to 229.

  114

  You fall to the ground, unconscious. Your efforts have tested your body to the limit and you have lost a further 8 ENDURANCE points due to mental and physical exhaustion.

  If you are still alive, turn to 8.

  115

  Your struggling only causes you to sink deeper into the mire. Urik reaches out with his long tail and loops it around your Wizard's Staff. He pulls hard as you cling to the Staff with both hands. ‘No struggle,’ Urik whispers. ‘Relax and quicksand let you free. If you resist, quicksand drag you harder.’ You do as he says and, immediately, you stop sinking. Within minutes, Urik is able to grab your hand, and soon you are free.

  Before you can thank Urik, you hear a loud cry. ‘There they are!’ A crossbow bolt whistles past your face — you have been seen by the Shadakine huntsmen.

  If you wish to turn to face your enemy, turn to 163.

  If you would rather evade them, turn to 283.

  116

  Suddenly, a wild, dirt-encrusted man, clothed in tatters of dusty rags, jumps on you from the roof of a small building to your left, sending you sprawling to the floor in a cloud of black dust. With an animal howl, he attempts to tear out your throat with his bare teeth.

  Owing to the surprise of the wretch's attack, subtract 2 from your COMBAT SKILL for the duration of the fight.

  Dead City Wretch: COMBAT SKILL 15 ENDURANCE 25

  If you win the combat, turn to 197.

  117

  You decide to fight fire with fire and hurl a bolt of flaming energy at the wall of fire. Your attack is ineffective: the wall of flame neither flickers nor wavers. You have expended 2 WILLPOWER points in your attack. (Remember to make the necessary adjustment to your Action Chart.)

  Turn to 240.

  118

  Hidden in the tall marsh reeds, a Shadakine takes careful aim and fires a crossbow bolt at you. The Ooslo screeches with pain as the bolt penetrates its body. It is a deadly wound and you fall like a stone, hurtling towards a shallow lake that is dotted with small sand banks. You pray that the water is deep enough to contain your fall.

  Turn to 125.

  119

  At the cost of 1 WILLPOWER point you concentrate on the future. You perceive that there are four humans in the building and that one of them is ready to pounce. If you wish to enter this building, you may add 2 to your COMBAT SKILL for the duration of the fight that is sure to follow.

  If you wish the enter the building, turn to 39.

  If you wish to continue down the main street, turn to 116.

  120

  ‘Old Kundi have idea,’ says Urik, suddenly. He produces a small hollow sphere of metal, which is attached to a short metal chain. ‘Give me Azawood leaf!’ he demands. He places the Azawood leaf inside the hollow sphere and asks you to light it with your Staff. As the smoke of the slow-burning leaf begins to drift up from holes in the sphere, he whirls the ball above his head. You see his plan, recalling that, with a similar device, the Kundi men saved you from certain death when the Cave Mantiz attacked you in the cloud forest of the Azanam.

  Urik steps outside the circle of protection and begins to advance on the Deathgaunts. Immediately, they step back in fear of the cloud of smoke that Urik is carrying towards them. As they retreat, Urik breaks into a shambling run and plunges into their midst. With a fearful moan, the Deathgaunts fade and Urik shouts in triumph.

  You have used 3 WILLPOWER points through the use of Evocation, and one Azawood leaf. Adjust your Action Chart accordingly.

  Turn to 129.

  121

  Before sleeping, you hunt out a Yabari bush. When pounded into an ointment and smeared into the skin, its roots are a potent protection against insect bites. Eventually, despite the half-light of the gloaming, you find a Yabari and set about making the ointment. When you have finished, you take the ointment back to Urik and you both cover yourselves thoroughly before settling down to sleep.

  Turn to 93.

  122

  The Kleasá remains within the Shadow Gate, for its purpose is to guard it. Tanith gazes out at you with a tormented expression on her face. Using 2 WILLPOWER points, you throw the Power of your Sorcery at the shadow creature. Tanith staggers with a mute cry. ‘No, Grey Star!’ she screams. ‘The Kleasá is using me as a shield.’ The Kleasá laughs maliciously.

  If you have the Mind Gem and wish to use it, turn to 143.

  If you wish to use the Black Rod of Shasarak, turn to 229.

  123

  The Magdi leap at you, their fangs and claws seeking your vulnerable throat. You cannot evade combat and must fight the Magdi as one enemy. Due to the magical skills of their maker, Shasarak, the Magdi have a strong resistance to magic. You must therefore subtract 2 from your COMBAT SKILL for the duration of the fight.

  Magdi Hounds: COMBAT SKILL 25 ENDURANCE 35

  If you win the combat, turn to 177.

  124

  You come to the remains of an elaborate archway carved into the city wall. The gate collapsed long ago and the street beyond is bleak and deserted. You take a deep breath and start forward. You have taken one step when a voice cries out: ‘Who goes there?’

  The head and shoulders of a bony old man pop through a window high above the shattered gate. He regards you suspiciously with wild, bloodshot eyes. His filthy, matted hair hangs down over his shoulders and he waves a broken, rusty sword. ‘Speak now!’ he continues. ‘I can't ope
n the gate until you tell me.’

  Illustration IX—A bony man regards you with wild eyes.

  Puzzled, you look at the archway and then up at the grime-encrusted man. You can see no gate.

  If you wish to humour the Gatekeeper, turn to 212.

  If you wish to ignore the ravings of the old man, turn to 254.

  125

  Water explodes around you as you hit the lake. You career downwards, water swirling and bubbling all about you, until you hit the bottom. Fortunately, the water has slowed your descent and you survive the fall without injury.

  Although encumbered by your Backpack and Staff, you manage to kick out strongly towards the surface, your lungs bursting for air. Emerging into the air, gasping for breath and choking, you look around for some sign of Urik. Moments later, he breaks through the surface of the water, grinning fiercely. ‘Greetings, Wizard,’ he says, spitting water and coughing, ‘you are well?’ You give a curt nod before splashing towards a sandy islet.

 

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