Dawn of the Dragons

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Dawn of the Dragons Page 11

by Joe Dever


  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 139.

  If it is 5–9, turn to 233.

  142

  The pack leader comes leaping through the air as you are unsheathing your weapon. You only just manage to sidestep in time to avoid being slammed to the ground beneath its vast bulk. As it flashes past, you spin around and sever its spine with one mighty, backhanded blow.

  Within seconds, the remaining pack members appear. They catch the scent of their leader's blood and it drives them into a frenzy.

  If you possess Assimilance and have reached the rank of Kai Grand Guardian or higher, turn to 166.

  If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 216.

  143

  With painstaking care, you inch your way up the side of the ravine. Bits of rock and soil crumble away beneath your feet with alarming regularity, and often you are left dangling precariously in mid-air, holding on by just the fingers of one hand.

  You are within sight of the top, more than a hundred feet from the base of the ravine, when suddenly there is a thundering roar. You look up and, to your mounting horror, you see a deluge of rock and stone come tumbling towards your face.

  Pick a number from the Random Number Table.

  If you possess a Rope, add 2 to the number you have picked. If you possess the Grand Master Discipline of Grand Huntmastery, add 1.

  If your total score is now 3 or less, turn to 223.

  If it is 4 or more, turn to 329.

  144

  The leading wolf-creatures swarm around you and then attack with chilling ferocity. As they leap at you from all sides, desperately you lash out, left and right, in an attempt to cut your way free from their deadly circle.

  Illustration VIII—The wolf-creatures swarm around you and then attack with chilling ferocity.

  Hounds of Vikkak: COMBAT SKILL 50 ENDURANCE 50

  These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

  If you win the combat, turn to 45.

  145

  As you slay the last of the line of Lavas, you feel the wrath of Naar sweep down upon your back. The ground beneath your feet begins to shudder and fissures appear in the black soil, running red with glowing lava. You struggle to reach the entrance to the Shadow Gate, barely ten yards distant, as the ground is transformed into a heaving molten mass.

  If you possess Grand Huntmastery and have attained the rank of Kai Grand Guardian or higher, turn to 228.

  If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 162.

  146

  Upon the instant you defeat the spirit of Roark, the whirlwind ceases and all the airborne debris drops harmlessly to the ground. Roark's ghostly apparition mouths a silent scream before it, and its hideous mount, melt into the shadows of the night. You sense that the evil which pervaded this sad city has, at last, been banished for good.

  You sleep easily this night, and you awake the following morning to the sound of bird song. It brings a smile to your face to hear that life is already returning to Amory. You gather your equipment and, as you are leaving, you are blessed by an unexpected stroke of luck. By accident you step on a rotten board, and, when you pull your foot free, you discover 10 Gold Crowns hidden in the hollow beneath the floorboards. (You may record these on your Action Chart, maximum allowances permitting.)

  Turn to 83.

  147

  You recognize these creatures at once — they are Lavas, winged horrors from the Plane of Darkness, the domain of the Dark God himself. The memory of your previous experience with these creatures sends a shiver coursing down your spine.

  With a silent signal you bring the regiment to a 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.’

  ‘I know this place,’ you reply quietly. ‘The monastery lies over the next ridge of trees. If we are to break through here, we must be quick about it. These creatures can take to the skies — it would not take them long to summon reinforcements.’

  ‘You are right, Grand Master. The risks are indeed great, but I and my men are willing to take them to ensure your return to the Monastery of the Kai. You must get through. You are the only one who can destroy the Shadow Gate and remove this curse from our land.’

  ‘Very well then, captain,’ you reply, unsheathing your weapon. ‘Pass the order to prepare to charge.’

  Turn to 200.

  148

  You recoil from the insidious green cloud and fall back towards the cell door. Your mastery of Nexus protects you from this highly poisonous gas, but the gaoler and Lord Nathor are not so fortunate: both are vulnerable to its deadly effect. Choking and retching, they collapse to the floor, their fingers scrabbling at their swelling throats as they fight desperately for breath. You grab hold of their tunics, one in each hand, and drag their bodies out of the cell into the cleaner air of the corridor beyond. Here you use your Magnakai Discipline of Curing to ease the effects of the poison gas; your skill and the swiftness of your actions save them from a painful, suffocating death.

  ‘Wh … what happened?’ wheezes Nathor, as he slowly recovers from the deadly gas.

  You peer into the cell at the man now hanging limply in chains, and then you turn to Nathor and say: ‘Suicide. A suicide and an attempted murder. The prisoner has just killed himself with a poison pellet and it seems his last wish was to take all three of us with him.’

  Turn to 309.

  149

  Calling upon your Kai Mastery, you cause yourself to slip into a coma-like state which gives every outward appearance of death.

  High above, you hear Prince Lutha howling delightedly at the sight of your seemingly lifeless body. He calls for his guards and, a few moments later, you hear them entering the pit. They pronounce you dead; then there follows the tinny sound of metal scraping on metal before you feel yourself being lifted by the shoulders and feet and lowered into a slippery chute. A wave of panic makes you awake from your death-like trance with a start. This sudden and unexpected resurrection makes the guards scream and drop you. They scurry away, gibbering like idiots, and you are left to slide headlong down a chute which leads to a fast-flowing underground river. You hit the cold waters head-first and are carried swiftly away by the strong undercurrent.

  Turn to 150.

  150

  For several minutes you ride the river, keeping to the centre of its course to avoid being dashed against the rough rock walls of the tunnel through which it flows. Then you glimpse a moonlit opening in the distance and, a few moments later, you are tumbling from an outflow at the base of Duadon's east city wall. You fall amidst a torrent of frothing water and hit the surface of a river twenty feet below.

  Immediately you strike out with your hands and rise as quickly as you can, spitting out a mouthful of foul-tasting water as soon as your head breaks the surface. The current pushes you towards the river bank where a group of beggars, clad in mouldering rags, are sifting through the flotsam that is being flushed out of the city. You note with disgust that this floating debris consists mainly of corpses, many the victims of Prince Lutha's brutal regime. The beggars take fright and scatter when you stagger out of the water. You watch them run away; then you hurry towards the beckoning safety of a wood which borders upon a rutted river road. Here you spend a damp, uncomfortable night trying to formulate a new plan of action that will enable you to reach Casiorn as quickly as possible. At length you resolve to go east and attempt to cross the River Storn to the Salonese city of Rhem, located on its east bank. It has the reputation for being a tough and lawless place but you feel sure it can be no worse than Duadon.

  Turn to 202.

  151

  You lead the regiment across the ford, keeping an eye peeled on the sky above in case the
enemy should appear without warning from over the tree-line. But the danger to the regiment comes not from above; it is at ground level.

  As you are leaving the ford and ascending the slope of the river bank, suddenly there is a tremendous explosion. Unwittingly, you have ridden your horse through an invisible beam, a beam which has triggered a device hidden earlier among the rocks by Naar's minions. The explosion sends sharp splinters of rock tearing into horses and men with deadly effect. The blast knocks you from your saddle and, as you fall backwards into the cold water, a splinter of rock slices through your left arm and another tears open your upper left thigh: lose 6 ENDURANCE points.

  Gritting your teeth against the stinging pain you struggle to your feet and use your Kai healing skills to staunch the bleeding. As the dust of the explosion clears, you count two horses and two men lying dead in the water. Captain D'Val has lost his horse, but miraculously he has survived with no more than scratches to his face and legs. Quickly you attend to the wounded, using your healing skills to ease their suffering. D'Val, wary of the vulnerability of his regiment, orders his men to abandon the dead and cross the ford as quickly as they can.

  Cursing your ill luck, you hurriedly remount and join him at the head of the column.

  Turn to 235.

  152

  Dorst spreads out an oilskin blanket and you all gather round, seating yourself cross-legged on the ground. He then deals five cards to each man and opens the betting with a stake of five Lune. The game is Taluka — common in the inns of Palmyrion and especially popular among professional gamblers. With your Kai abilities it is easy for you to know every card that is being played, and so, rather than risk being called a cheat, you simply go through the motions of playing the game, maintaining exactly the same amount of money you begin with.

  After half an hour or so, you suddenly realize that Dorst is cheating.

  If you wish to expose his cheating, turn to 91.

  If you decide to quit the game, turn instead to 25.

  153

  You feel the searing heat of the dragon's breath blister your legs as you dive headlong to avoid its deadly jet of flame.

  Pick a number from the Random Number Table. If your current ENDURANCE points score is 12 or less, deduct 1 from the number you have picked. If your current ENDURANCE points score is 13 or more, add 1.

  If your total score is now 2 or lower, turn to 34.

  If it is 3 or higher, turn to 213.

  154

  For hours the sound of the Kraan's incessant cry echoes among the surrounding hills, making it difficult for you to sleep at all this night. As you lie awake listening to its ghastly caw, a sense of foreboding invades your mind and, despite your strong will, you feel powerless to overcome it. Restless and agitated, you get up and pace around the cellar until, at last, the cawing ceases and a chorus of bird song ushers in the dawn (lose 3 ENDURANCE points because of lack of rest).

  You join the troop for breakfast with Rasbarin and his brothers. During this meal, the elderly monk offers you a Flask of Aquas to fortify you on the road ahead, and a Talisman of Ishir to ward off hostile creatures (these are both Backpack Items). After breakfast, Nathor thanks Rasbarin for his hospitality and makes a donation of 50 Lune to his monastery. (If, before leaving, you too would like to make a donation, erase from your Action Chart the number of Gold Crowns you decide to give to the holy Vaderish Brethren.)

  To continue, turn to 16.

  155

  After your long ride to Varetta, the youth's offer of rest and assistance sounds inviting. You dismount and approach the door, but as you are about to enter, your Kai Sixth Sense screams a warning.

  Suddenly, a gang of scurrilous rogues emerges from the shadows and come creeping towards your back. Swiftly you unsheathe your weapon and spin around to face them as they launch their cowardly attack.

  Thieves of Varetta: COMBAT SKILL 36 ENDURANCE 40

  If you win this combat, turn to 222.

  156

  The cry of the war-dogs grows steadily louder until the Eldenoran archers let them off the leash. Then, like a wave of hellish demons, the yellow-eyed hounds come bounding through the trees, homing-in directly on your scent. The leading war-dog, a great grey beast with teeth that glint like polished daggers, storms through the foliage less than twenty yards from where you are crouching. It fixes you with its gruesome stare and turns towards you.

  If you possess a Bow and wish to use it, turn to 341.

  If you do not, turn to 142.

  157

  Holona is in turmoil. The approach roads and outlying fields are littered with scores of broken wagons, dead horses, and the ruined impediments of war. Palmyrion soldiers sit dejectedly on the frost-hardened earth, their glazed eyes and bandaged limbs bearing grim testimony to the bitter fighting that is taking place just a few miles to the north. Battle-weary officers ride among these exhausted men, cursing and coaxing them in a half-hearted attempt to rally them to arms. Few heed their call.

  Illustration IX—The approach roads and outlying fields of Holona are littered with the ruins of war.

  Inside the city walls the situation is tense. Every available dwelling is packed to overflowing with wounded soldiers, and the civilian populace, displaced from their homes by the army's needs, wander the streets and alleyways in a state of shocked confusion, greatly adding to the chaos.

  Captain Cearmaine orders his driver to the Canatarium, the largest of Holona's municipal halls, where General Foucharl, the Palmyrion commander, has established his headquarters. On entering this crowded building, a young lieutenant rushes up to Cearmaine and informs him that his son has been wounded in the battle now raging at the Reloni Bridge.

  ‘I must go to him, Grand Master,’ he says, his voice choked with emotion. ‘I'm told that he has not long to live.’

  If you wish to go with Captain Cearmaine to see his wounded son, turn to 289.

  If you choose not to accompany him, turn to 307.

  158

  From the top of the Tower of the Sun you survey the mountainous northern approaches with growing trepidation. Banedon is by your side; so too are Kai Masters Black Hawk and Wild Weasel and a score of Kai warmarns and savants. You sense the lower ranks of the Kai are proud and excited to be stationed here with their Grand Master. Your presence inspires their courage and you feel confident that they will fight exceptionally well in the coming battle.

  You look down at the shattered wreck of the Skyrider lying in the monastery grounds far below, and it reminds you of your sky journey from Casiorn to Holmgard. You tell Banedon about the Cloud-dancer and you promise him that, if your mission to destroy the Shadow Gate is successful, you will make a gift of it to him in recognition of the help he has given the Kai in your absence.

  ‘Thank you, Grand Master,’ he says. ‘Yours is a most gracious gesture.’

  Then the first of the Lavas horde are seen, their burnished wings glinting in the moonlight.

  ‘Here they come!’ shouts Black Hawk, from the far end of the tower.

  ‘Take up your bows, my lords!’ you cry, as the first wave of these winged beasts comes sweeping down from out of the northern sky. ‘And make every arrow count!’

  If you possess a Bow and wish to use it, turn to 178.

  If you do not, turn to 4.

  159

  You step away from the heaped bodies of the bogus castle guardsmen and sheathe your bloodied weapon. Then you take hold of Nathor and heave him across the neck of a saddled horse. Quickly you mount this steed and urge it to the gallop, bursting forth from the stables at breakneck speed. Outside, the castle keep is alive with screams and curses as you steer your horse towards the gatehouse, where, to your mounting horror, you see that the portcullis is beginning to fall.

  Pick a number from the Random Number Table. If you possess Telegnosis and have reached the Kai rank of Sun Lord or higher, add 2 to the number you have picked. If you possess the Discipline of Grand Huntmastery, add 2. If you possess Animal Master
y, add 1.

  If your total score is now 2 or less, turn to 21.

  If it is 3 or higher, turn to 230.

  160

  You finish the last of the horse scouts with a crushing blow to the head, and, as he collapses to the ground, you spin about and vault onto the freed horse's back. But before you can spur him to the gallop and make good your escape, you hear the ominous click of a crossbow being cocked in the doorway behind you.

  Pick a number from the Random Number Table. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

  If your total score is now 4 or less, turn to 224.

  If it is 5 or more, turn to 14.

  161

  After bidding a hurried farewell to the Lord Constable and his men, you take a fresh horse and leave the inn by a door at the rear of the stables. Some of the mob have gathered in an adjoining alleyway, but aided by your Kai camouflage skills, you evade these bloodthirsty thugs with ease.

  Keeping to the smaller alleys and passages, you make your way across Scade unseen and then head north towards the open plains. You ride all night, using your infravision to help guide your horse through the lush grasslands and keep watch for potential dangers. As the hours slip past you cannot help but think about Nathor and the men of his troop; they are risking their lives by staying behind as bait for the mob. You admire their courage and it strengthens your resolve to return home to Sommerlund. Should the Lord Constable and his men have to pay for your escape with their lives, then you are determined that their sacrifice shall not be a wasted one.

 

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