Dawn of the Dragons

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Dawn of the Dragons Page 6

by Joe Dever


  Turn to 246.

  46

  Hurriedly you utter the words of the Brotherhood Spell Levitation and, simultaneously, you leap into the air. The spell takes effect almost immediately, and it pushes you high enough to avoid the dragon's searing blast of flame.

  Your quick thinking has saved your skin, but it does not impress the dragon. Your escape from his incinerating breath serves to make him even angrier. He stomps his massive forefoot down onto the black soil and sends a splash of molten mud and flame soaring into the sulphurous sky.

  You ease the Levitation spell and return to the uncertain black soil. Then you retreat towards the Shadow Gate, but, as you run, you are forced to reach for your weapon as the great beast comes lumbering forwards with his jaw agape.

  Unless you possess a Platinum Amulet, a Talisman of Ishir, or the Discipline of Grand Nexus, you must now deduct 3 ENDURANCE points due to the debilitating effects of the heat and atmosphere.

  Turn to 316.

  47

  Using your Kai skill, you send a silent, soothing message to the excited war-dogs. They respond within seconds, becoming suddenly quiet as your psychic command subdues their trained and natural instincts. Their handlers, the Eldenoran archers, curse them under their breath, thinking that their outburst may have given away their position to the enemy. While they are berating their dogs, you slip through their line and move deeper into the woods.

  Turn to 220.

  48

  The Lord Constable is an imposing man with a proud and noble countenance. At your approach he removes a white leather gauntlet and welcomes you with a formal salute.

  ‘Greetings, my lord,’ he says, his voice deep and resonant. ‘Welcome to Garthen. I am Nathor, Lord Constable of the Royal Citadel. It would be an honour if you would allow me to escort you and Lord Ardan to an audience with Queen Evaine.’

  Turn to 238.

  49

  The defenders on the tower fight like lions. The battle is fierce and bloody throughout the monastery, but the struggle is soon won and the shaken remnants of the winged attackers are repelled with heavy losses. A great cheer goes up as the last of the battered Lavas limps into the air and makes its escape towards the Durncrags.

  You leave the Tower and tour the battlements, offering words of comfort to the wounded and praising those Kai who have shown exceptional bravery. You are returning to the Grand Hall when you see Banedon approaching from the other direction.

  ‘The time is ripe for you to begin your mission, Grand Master,’ he says. ‘The enemy have lost a great number this night — it is unlikely they will return before the dawn.’

  ‘Yes, my friend,’ you reply, touching the pocket of your tunic which contains the Sun-crystal, ‘you are right. The time has come — I will leave for Raven's Eyrie at once.’

  Turn to 40.

  50

  You draw your weapon and slay the first guard to come within arm's length of your horse. The others freeze in their tracks, stunned by the speed of your attack, but then the sergeant screams at them like a wild animal and they rush forward again. They are more scared of their sergeant's wrath, it seems, than they are of your battle skill. You must fight them.

  Illustration III—The sergeant screams at the guards like a wild animal and they rush forward.

  Duadon guardsmen: COMBAT SKILL 42 ENDURANCE 42

  You may evade this combat after four rounds by turning to 335.

  If you win the fight, turn to 290.

  51

  You rush into the forest and glance overhead to make doubly sure that you are not being tracked by the winged Lavas. The darkening sky is clear of the enemy and confidently you press on through the trees, sure in your ability to remain undetected now that you are in your natural environment of the forest.

  Soon you reach the clearing and hurry to a boulder which bears the imprint of a human hand. You place your right hand upon it and the imprint fits around it like a glove. Silently a hinged stone slab rises up from the ground revealing a stair that leads down into a brick-lined passageway. You enter and hurry along this familiar tunnel, covering a mile before you come to a door that opens automatically at your approach. Beyond lies the Vault of the Sun, your personal stronghold. It radiates a warm golden light: it is the rays of the Lorestones of Nyxator. Once safely inside your underground lair, you pause to allow the radiant light of the Lorestones to wash over your tired and aching limbs and, within the space of a few heartbeats, the fatigue of your long journey home is melted away (restore all lost ENDURANCE points).

  Revived and revitalized, you throw open the door to the vault and see a young Kai Master standing guard at the foot of the tower stairwell. He is Sabre Fox, one of your most gifted students.

  ‘Gr … Grand Master!’ he stammers, hardly daring to believe his eyes. ‘You have returned. Praise the gods! Our prayers have been answered!’

  You smile at the young Kai Master who now has tears of joy in his steel-grey eyes.

  ‘Yes, Sabre Fox,’ you reply, ‘I have returned. Now let us vanquish this foe and rid our land of their evil shadow.’

  Turn to 180.

  52

  Using the Brotherhood Spell Levitation you are able to counter the speed of your descent. Unfortunately, Lord Constable Nathor does not possess the same ability and, as you are beginning to slow down, he comes screaming past you, his eyes and mouth wide with terror.

  You stretch out and make a grab for his cloak as he hurtles past. You manage to get a grip and hold on fast, but as you are nearing the ground, his cloak comes undone and he falls the last twenty feet to the flagstoned keep. Upon landing, you discover that Nathor is still alive, but his left ankle is badly broken and his face is cut and bruised. Despite his obvious pain he manages a smile, revealing gaps where he is now missing two of his teeth.

  Bravely Nathor stifles his urge to scream as you take hold of his shattered ankle. You summon your healing powers and transmit them through your hands to the injured foot (reduce your ENDURANCE points score by 4). You feel the warmth of your power start to reduce the swollen tissues and mend the broken bone, but before you can complete the cure, a yelling horde of bogus castle guardsmen come rushing from out of the gatehouse with their swords drawn. You unsheathe your weapon and crouch in readiness to meet their manic attack.

  Castle Guardsmen (impostors): COMBAT SKILL 48 ENDURANCE 48

  If you win this fight, turn to 93.

  53

  Suddenly an explosion of white light fills your vision and the taste of blood fills your mouth: you have been hit in the head by an armour-piercing arrow. Mercifully, death is virtually instantaneous.

  Sadly, your life and your journey home come to an abrupt end here, in the cold, dark waters of the River Reloni.

  54

  You recite the words of the Brotherhood Spell Slow Fall and then leap from the rocky slab to where the Sun-crystal is lying, wedged among the rocks. The spell slows your descent, and you are able to land easily. With a growing sense of awe, you take hold of the warm crystal and turn to look back at the Shadow Gate in order to gauge your throw.

  The halo of energy which surrounds the Shadow Gate begins to crackle fiercely, and your Kai instincts tingle with a strange and sinister premonition. You can sense that, on the Plane of Darkness, Naar has just consigned his newest champions to the Shadow Gate. His mighty dragon herd is on its way to Magnamund.

  As the first rays of the dawn sun spread across the surrounding rocks, you draw back your arm and hurl the Sun-crystal into the gaping maw of the Shadow Gate.

  Turn to 350.

  55

  You yell at the drunken thug, calling him a ‘cowardly snake’ in his native Eldenoran tongue. Unfortunately, this taunt does not distract him for long. In fact it makes the situation worse — he seems more frightened and murderous now than he was before.

  He snarls as he raises his dagger and you are forced to rush headlong towards him in a desperate attempt to prevent him from wounding his innocent captiv
e's child.

  Turn to 311.

  56

  You sleep well and rise with the cock's crow. When you reach the stable, you discover the innkeeper has already prepared your horse, ready for your departure. You thank him and wave farewell to the cheerful man and his daughter as you set off on the road north to Varetta.

  It is midday when you catch your first glimpse of this ancient city. Positioned on a large plateau in the centre of a grassy plain, the blood-red walls and towering spires of Varetta look doubly impressive. As you approach the south gate, you admire the carvings which embellish the city's walls. They depict great dragons with snake-like bodies that intertwine as they flow around the towers and bastions of this ancient city.

  The guards at the gate allow you to enter without challenge, and you pass through the grand southern entrance which leads to a flagstoned square.

  If you have ever visited Varetta before in a previous Lone Wolf adventure, turn to 284.

  If you have never visited this city before, turn to 62.

  57

  The leading Eldenoran soldier is stunned into open-mouthed shock when he sees you standing in the trench before him. You strike a swift, deadly blow, and he staggers backwards, pulling two of his comrades down to the floor of the trench as he falls. The others draw their swords and come leaping over their fallen friends, attacking you with unexpected fury.

  Eldenoran Assault Troops: COMBAT SKILL 39 ENDURANCE 42

  If you win this combat, turn to 324.

  58

  Suddenly you are confronted by one of these beasts who attempts to strike you from the tower with its horny tail. You leap to avoid its scything attack, draw your weapon in mid-air, and swing your first blow the moment your feet return to the flagstones.

  Lavas: COMBAT SKILL 49 ENDURANCE 45

  If you win this combat, turn to 49.

  59

  You help the Baroness's entourage to set up camp beside the stream while Dorst, who considers himself something of a master cook, prepares the trout you caught earlier. To your surprise, the meal turns out to be excellent (restore 3 ENDURANCE points).

  During supper, you ask the Baroness what news she has heard of events in the east. She tells you that there is war between the principalities of the Stornlands, although this is such a common condition that it can hardly be considered news any more. Of distant Sommerlund she has heard nothing. After supper, she excuses herself and retires to her carriage. Dorst posts two men to guard her coach, and then he invites you to play cards with himself and the remaining five men.

  If you wish to accept his offer, turn to 152.

  If you choose to decline his offer, turn to 330.

  60

  Throughout your sky voyage home, your mind is filled with the fear and uncertainty of what may await you in Holmgard. You spend most of the journey on the rear deck, alone with your thoughts, staring down at the land speeding past more than a mile below. You watch as the jungle of the Maakenmire swamp gives way to the barren scrub of the Wildlands. Then, when you catch sight of the Pass of Moytura, your pulse races with excitement for this V-shaped cleft in the southern Durncrags is where the Wildland territories end and your beloved homeland of Sommerlund begins. Yet the excitement you feel here is but nothing compared to your elation when you first glimpse the lights of Holmgard — the Sommlending capital.

  Guided by beacons blazing atop the King's Citadel, the crew of the Cloud-dancer bring her gently in towards the city. The craft is made to hover directly above the Citadel and hawsers are lowered to anchor her in position against the wind. Then you descend by rope ladder to the Citadel roof where you are greeted by a distinguished party of Barons and Fryearls, led by King Ulnar himself.

  ‘Welcome home, Grand Master,’ he says, his voice breaking with emotion. Then he clasps you to his chest, like a father welcoming home a lost son. ‘Thank Kai and Ishir you are safe, Lone Wolf,’ he says. ‘Now may the darkness of Naar be lifted from our land.’

  Turn to 44.

  61

  ‘In the name of the gods!’ splutters Nathor, spilling liqueur down the front of his tunic. ‘What was that?’

  A knot of fear tightens in the pit of your stomach. ‘A Kraan,’ you reply, recognizing at once the fell cry of this unwelcome creature.

  You hurry to a window and see the large, bat-like Kraan silhouetted against the moon. A man-sized rider clings precariously to the creature's reptilian back as it swoops and soars among the hills and gullies.

  ‘You had best come away from the window, my lord,’ replies an anxious Nathor, ‘lest it detect your presence here.’

  You take heed of the Lord Constable's advice and retreat from the window. Furthermore, you use your Magnakai skill of Psi-screen to shield your mind in case the Kraan rider is able to employ psychic abilities to locate your presence.

  ‘It is not the first time it has come,’ says Rasbarin. ‘Every night for the past ten days we've heard it circling the hills. Sometimes there is more than one of its kind.’ He suggests that you bunk in the cellar of the monastery where you may be safer from detection, and you accept his offer gladly.

  Turn to 154.

  62

  As you stop to survey the shops and stalls which encircle this busy square, you notice a stone signpost positioned on a plinth at its centre. It indicates the names of the three exits from this square:

  Ladder Way (North)

  Spur Lane (East)

  Quill Street (West)

  If you wish to enter Ladder Way, turn to 112.

  If you wish to enter Spur Lane, turn to 338.

  If you wish to enter Quill Street, turn to 90.

  63

  As the horsemen close in, unexpectedly you spur your steed straight at them in a bold countercharge. The move takes the leading pair of riders by surprise and, before they fully recover their battle-senses, you speed between them and lash out with a single scything sweep. Both riders crash to the ground — minus their heads.

  Shocked by your sheer audacity, the brigand leader shouts a recall to the others. They wheel around in a wide arc and form up in a line behind him, cursing you vehemently for the death of their comrades. Then, with a vengeful yell, the brigand chief leads his gang of saddle-bandits in a charge that, he hopes, will leave you trampled into the ground.

  As this wave of brigands comes thundering down upon you, the leader lunges at your head with his straight-bladed sword. It whistles by just inches from your scalp, but you do not allow him a second try. You twist in the saddle and strike like lightning, splitting his helmet and his skull with a single mighty blow. He falls before his men, yet they prove to be hardy rogues and they press home their attack regardless.

  Eldenoran Brigands: COMBAT SKILL 46 ENDURANCE 41

  You may evade this combat after four rounds by turning to 182.

  If you win the fight, turn to 109.

  64

  With dread, you cast your eyes across a nightmare landscape that stretches in every direction to a horizon dancing with fire. Streams of blazing lava cut fissures through the coal-black soil, and pools of molten mud, glowing cherry-red, spout geysers of yellow flame that seem to claw vengefully at the orange sky. The heat, and the stench of sulphur, is overwhelming.

  The Lavas drops you onto the shifting black soil and soars upwards until it disappears into the roiling clouds. In the middle distance you see a herd of dragon-like creatures, snorting fire as they lumber slowly across this hellish plain. You sense great danger, and when you focus your Kai skills at the approaching leviathans, you are shocked by what you learn.

  You have been transported to the Plane of Darkness, the domain occupied and ruled over by Naar, the Dark God. The approaching dragon-creatures are massing to enter the Shadow Gate that lies several hundred yards at your back. They are Naar's newest creations, and you sense that if they are allowed entry to your world, Sommerlund and the Kai are doomed.

  If you possess Grand Nexus, turn to 321.

  If you possess a Platinu
m Amulet, turn to 208.

  If you possess a Talisman of Ishir, turn to 18.

  If you do not possess this skill, nor either of these Special Items, turn to 131.

  65

  You manage to pull free from the tangle of shattered timbers, but you are now so close to unconsciousness due to lack of oxygen that you are forced to surface. The moment your head bobs above the water and you gasp for breath, you attract a volley of arrows from the archers hiding in the trees.

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

  If your total score is now 3 or less, turn to 53.

  If it is 4 or more, turn to 298.

  66

  You call upon your special Kai abilities to lighten your body weight sufficiently enough for you to prevent yourself from sinking further into this evil-smelling morass. Then, using your hands and weapons, you wade through this stinking bog until you feel the welcome sensation of firm ground once more beneath your feet. You rest momentarily to regain your strength before you hurry away from the morass and head north.

  Turn to 43.

  67

  You raise your hand and bring the regiment to a silent halt. Captain D'Val leans towards you from his saddle and whispers: ‘Here is the enemy who have your monastery surrounded, Grand Master, and this is the weakest point in their line.’

 

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