The Jungle of Horrors

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The Jungle of Horrors Page 12

by Joe Dever


  Turn to 206.

  225

  Snatching the seed from your pocket, you throw it with all your strength at a crawling lizard-beast that is slithering towards you on its belly. You watch with dismay as the Fireseed bounces off its soft, fibroid skull and plops harmlessly into the mire. (Remember to tick this lost Fireseed off your Action Chart.)

  Cursing your luck you unsheathe your weapon as the creature rears up to attack.

  Turn to 265.

  226

  You spend a cold, wet, and thoroughly miserable night on the plain south of Tharro. A fresh storm rolls in from the west making it impossible to light a fire or dry your already damp clothing. It is dawn when the rain finally eases off, but the storm gives way to a biting wind that chills you to the bone (lose 3 ENDURANCE points). You must now eat a Meal or lose an additional 3 ENDURANCE points.

  The garrison of Tharro still refuses to allow you into the town, so you are forced to set off towards a line of distant hills that fill the northern horizon. Grey-brown grasses brush your shins as you cross this wild, uncultivated plain, encroaching on the deserted track that leads to the frontier town of Syada. An eerie, unnatural silence accompanies your ride, broken only by the rare cawing of ravens, circling high overhead.

  By midday you are deep among the hills. The terrain becomes increasingly rocky, undulating like a storm-tossed ocean. The tall plains grass has given way to sad little plants, scraggy and deformed, stunted by the winds that sweep down from the barren wastes of Ogia. The track passes through a narrow valley, where a small stone cabin stands beside the entrance to a disused mine. As you approach you see a face at the cabin window.

  If you wish to stop at the cabin, turn to 85.

  If you wish to investigate the mine, turn to 120.

  If you choose to continue along the valley, turn to 152.

  227

  Your heightened Kai sense warns you of approaching danger. Riders from Warlord Zegron's advance guard have broken away from the main army groups and infiltrated the hills to the east. Having followed the stream, and looted several hamlets along the way, they are now poised to ambush refugees as they try to escape along the track to Tharro.

  Forewarned by your improved Magnakai Discipline, you tell Paido of what lies ahead. ‘If we continue along this path, we may be riding to our deaths,’ he answers grimly. Rather than running the risk of ambush, you leave the track and take to the hills.

  Turn to 311.

  228

  You recognize the delicious aroma: this purple liquid is a liqueur made from the fruit of the Larnuma tree. It is very nutritious and each draught will restore 3 ENDURANCE points when consumed. There is enough for two draughts. If you wish to keep the flask, record it on your Action Chart as a Backpack Item.

  Turn to 98.

  229

  An hour passes and you breathe a sigh of relief, glad to have left the Ghagrim settlement far behind. You forego a rest and press on along the track until you reach a promontory of rock on the northwestern tip of the island. There you stop and snatch a few hours' sleep while you wait for the dawn.

  Turn to 102.

  230

  You fight to erect a mindshield to counter the searing pain of this psychic attack, but your defence is too weak to withstand the onslaught. You scream in agony as the assault cuts deep into the fabric of your mind: lose 8 ENDURANCE points.

  If you are still alive, turn to 60.

  231

  No sooner have you dispatched the two dogs than you are faced by their angry masters. ‘There they are!’ screams the leader. ‘Destroy them!’

  The monks raise their swords and charge along the central aisle, screaming and howling like men possessed.

  Monks of the Sword: COMBAT SKILL 22 ENDURANCE 36

  If you win the combat, turn to 328.

  232

  You hang your dripping Kai cloak over the back of an empty chair and draw it close to the blazing log fire. Your entrance has drawn curious glances from the tavern crowd and you can hear them speculating, in hushed voices, on the purpose of your visit. Paido removes his Backpack and hooded cape before joining you at a table. The whisperings increase as the plains folk catch sight of his dark skin and plaited, flaxen hair.

  ‘Pay no attention to them,’ advises the dwarf. ‘They're a might suspicious folk an' news of late's done nought to better their nature.’ You nod benignly and assure the dwarf that they have nothing to fear from two travel-weary adventurers on their way north in search of work. Paido reaches for his pack and removes half a loaf of black bread and a slab of salted pork. He is about to offer you a share when a loud voice, full of indignation, rings in your ear. ‘And what do you think you're up to?’

  It is the voice of the cheerful dwarf, although the sight of you preparing to eat your own food in his tavern has greatly soured his mood. He strides across the floor and scatters Paido's food with the back of his hand. ‘Get out!’ he bellows, his face growing redder by the second. ‘Get out before I throw you out!’

  If you wish to gather your belongings and leave the tavern, turn to 294.

  If you choose to resist the innkeeper's attempt at throwing you out into the storm, turn to 49.

  233

  You push open the door and step inside, your weapon poised to counter any sudden attack. The door slams shut and a scar-faced rogue leaps out of the shadows and attacks you with a pick-axe handle.

  Illustration XI—A scar-faced rogue leaps out of the shadows and attacks you with a pick-axe handle.

  Rogue Miner: COMBAT SKILL 17 ENDURANCE 25

  If you win the combat, turn to 321.

  234

  Speed, dexterity, and courage save you from being impaled by the advancing spears. You pull the reins, wheeling your horse around on his hind legs so that his flailing front legs force the soldiers to pull away for fear of being kicked senseless. Before they have a chance to recover, you and Paido have galloped out of the courtyard and disappeared like shadows into the darkness.

  Turn to 204.

  235

  Your weapon cuts through the membrane and penetrates the creature's shell. It emits a shrill noise and the shell implodes, drawing a swirl of dust and air into its rotten core. You step back as a foul stench rises from the hole, and wipe away the ichor which stains the tip of your blade.

  Turn to 177.

  236

  ‘And to what do we owe the honour of your visit to Tharro?’ asks Trost the soldier, in a polite but inquisitive tone.

  ‘It's on the way to Syada,’ replies Paido. ‘We're going there in search of some work. We heard about the attack on Luukos, and we reckon there'll be a few rich farmers there who'll pay handsomely for us to protect their interests.’

  Trost chuckles and rubs his stubbly chin. ‘I mean no offence, but if Zegron and his rabble attack the farms near Syada it'll take more than two free-lances to turn their tails. If I were you I'd stay in Tharro — there's plenty of work there for the likes of you. Take my advice and leave Zegron to the army. We'll blunt his nose, don't you worry.’

  A shudder runs through the floor as the barge gets underway. A new passenger has boarded at Honey Lodge, a thin individual with hard grey eyes. He descends the tap-room stairs, pausing to shake rain from his cloak and wide-brimmed hat. Slung at his side is a narrow-bladed sword and clutched in his hand is a leather-bound book, its cover as plain and as black as his sombre clothing. Without saying a word he takes a seat in the shadows of the opposite corner and opens his book to read.

  Turn to 166.

  237

  The deadly korovax has multiplied in your bloodstream unchecked. Suddenly your thigh muscles contract, causing you to stagger and fall. Paido rushes to your side, lifting you out of the choking airless mist that covers the forest floor. You are shaking from head to toe as opposing muscles pull against each other uncontrollably. Cramp grips your chest like an iron vice, preventing you from breathing and, in the course of three short minutes, you slip into unconsciousness, and
from there into a sleep from which there is no awakening.

  Your life and your quest end here.

  238

  A distant echoing whistle issues from the monk's open mouth. Steadily it rises in pitch until it passes beyond the range of your hearing. At that moment a terrible pain courses through your head. The pain and pressure grows until your skull feels ready to explode.

  If you have the Magnakai Discipline of Psi-screen, turn to 186.

  If you do not possess this skill, turn to 230.

  239

  The light fades and you step down from the dais, your senses aglow with a newfound wisdom and strength. Having witnessed the fulfilment of your quest, Paido beams with joy as you return to his side. He congratulates you and bids you follow as he turns towards an archway of silver set into the crystal walls of the chamber. ‘Come, Lone Wolf. We have a long journey ahead of us. We must leave without delay.’

  The thought of returning to the dangers of the Danarg fills you with dread. Paido senses your anxiety. ‘Don't look so dismayed,’ he says, still smiling. ‘This temple will provide the means for our safe return, you will see.’ Intrigued by his answer, you follow in silence as he leads you through the archway and up a long flight of marble stairs to another chamber, also constructed of crystal but veined with a marble that glistens like liquid fire. It is solid korlinium. At the centre of the chamber, its hull resting on a cradle of steel, is a Levitron — an ancient skyship. Like everything else that you have seen in this wondrous temple, the craft is untarnished by time. Paido ushers you aboard and prepares to power the craft. A shudder runs through the hull as the engines rise in pitch and slowly it lifts from its bed of steel. The chamber is built in the spire of the temple and the roof now slides open to allow the Levitron to rise into the darkening sky above the Danarg.

  Paido sets the controls and sets the ship's starguider on a course for Elzian. Then he joins you at the bow-rail for one last look at the Temple of Ohrido. It glows red in the light of the setting sun, but the shimmering glow is blemished by shadows that swoop back and forth across its tiers. You assume it is just a trick of the twilight, until your ears are filled by a sudden and terrifying shriek.

  Turn to 189.

  240

  The man's voice, gruff and gravelly, demands that Paido state good reason for the intrusion or suffer the consequences of trespassing on private land. Paido answers with a sound far louder than you ever imagined could be made by a human voice. The force of the shout hits the man in the chest like a clenched fist, slamming him backwards through the timber parapet rail of the platform. He lands with a dull splash, spread-eagled atop a mound of manure and rotting vegetation.

  ‘Vakeros power-word,’ explains Paido, in answer to your unspoken question. ‘Someday I'll teach you the technique, Kai Lord.’

  If you wish to search the mill, turn to 306.

  If you wish to leave the mill and continue your ride north to Tharro, turn to 318.

  241

  The hounds growl fiercely as they lope towards your hiding place. It is now impossible to avoid detection — you must stand and fight.

  Hunting Dogs: COMBAT SKILL 15 ENDURANCE 25

  If you win the combat, turn to 231.

  242

  The merchant is quick to note your fascination with the Grey Crystal Ring. He offers to exchange it for any Special Item you may have that is of equal interest to him. He would exchange a Lodestone, a Jewelled Mace, or a Silver Helm for the Grey Crystal Ring.

  If you possess any of these Special Items and wish to swap one of them, do so, remembering to make the necessary adjustments to your Action Chart.

  To leave the shop and continue, turn to 204.

  243

  Paido shouts for help. The Vordaks have forced him back to the rail, and he is in danger of falling overboard.

  If you wish to go to his aid, turn to 169.

  If first you wish to gather up the black crystal cubes and throw them overboard, turn to 50.

  244

  ‘She's the best fortune-teller in the whole o' Talestria,’ beams the old woman, full of pride. ‘She's never wrong 'bout what she sees, though there's some folk who'd rather not know what's in store for 'em. If you be wantin' your fortune read it'll cost you 80 Lune — in advance, if you please.’

  If you want to pay the old woman 80 Lune (or 20 Gold Crowns), do so and turn to 20.

  If you prefer to ask her about the barge to Tharro, turn to 37.

  If you wish to leave the Ferry House, turn to 89.

  245

  Your first blow smashes the soft fruit to a pulp. At this the other fruits drop from the tree, springing open as they hit the ground. Long, thin, fleshy legs emerge from their squat bodies and they scuttle away into the surrounding marsh at an alarming speed.

  Turn to 177.

  246

  You draw an Arrow to your cheek and take aim at the necromancer, but passengers run wildly across your field of fire and you dare not release your Arrow for fear of hitting one of them. Precious seconds elapse as you await a chance to fire.

  Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, add 3 to the number you have picked.

  If your total is now 0–4, turn to 184.

  If it is 5–7, turn to 4.

  If it is 8 or more, turn to 213.

  247

  Paido dispatches his enemy as quickly as you put paid to yours. You retrieve your horses and gallop away from the quadrangle. At this early hour there are few obstacles to hamper your escape as you ride headlong through the twisting streets of Tharro.

  It is not until you reach the town's north gate that you rein in your horse to a halt.

  Turn to 347.

  248

  A blue flame burns at the tip of the creature's staff. It flares and forms into a ball of pulsating energy. The Helghast shrieks with malicious glee as it whirls the staff once around its head, sending the screaming ball of blue fire towards your chest.

  If you choose to dive to the floor to avoid the flaming missile, turn to 27.

  If you have a Bow and wish to use it, turn to 39.

  If you wish to attempt to deflect the fireball by striking it with your weapon, turn to 258.

  249

  The track winds through the centre of the valley, following the course of a stream that meanders towards the River Phoen. It flows alongside a white-brick house, turning its waterwheel with a comforting, regular sound. As you ride past the house and over a tiny, hump-backed bridge, a cluster of cottages and an abbey come into view. In the grounds of the abbey a burial is taking place. A circle of monks dressed in hooded brown robes are lowering a coffin into one of several freshly dug graves.

  Illustration XII—Monks in hooded brown robes are lowering a coffin into one of several freshly dug graves.

  If you have the Magnakai Discipline of Divination, turn to 76.

  If you do not possess this skill, turn to 221.

  250

  This creature is especially susceptible to psychic attack. Your mental energies pierce its sensitive nerve centre, causing it to crash to the ground in agony. Blinded by the pain, it cannot pursue as you turn and make your escape.

  Turn to 129.

  251

  The deadly danger spurs you to a super-human response. Instinctively you pull yourself away from the arrow, your eyes following its flight as if it were travelling at a fraction of its true speed. As the shaft whistles past and disintegrates against the wall, you have already unsheathed your weapon and begun to advance on the bowyer. He stands frozen, his eyes wide with fright and disbelief. You strike him. He parries the blow with your Silver Bow but it spins from his trembling fingers. Hurriedly he draws a sword.

  Bourn the Bowyer: COMBAT SKILL 19 ENDURANCE 24

  Due to the swiftness of your attack, ignore any ENDURANCE point losses you sustain during the first round of combat only.

  If you win the combat, turn to 87.

  252 />
  The creature's sucker-like hands seal themselves around your waist as you fight to unsheathe a weapon.

  Xlorg: COMBAT SKILL 22 ENDURANCE 30

  Owing to the surprise of its attack you must fight unarmed for the first two rounds of combat.

  If you win the combat, turn to 313.

  253

  The man springs to his feet and unhooks an axe from his belt in readiness for combat. He wears a knee-length surcoat of scarlet cloth over a suit of heavy chainmail, and upon his chest is emblazoned a crest depicting a castle and an open hand. Paido hesitates, not from fear of his opponent, but because he has suddenly recognized the uniform of a soldier of the Tharro garrison.

  ‘There'll be no fightin' on board my barge!’ booms the angry voice of the captain. ‘Sheathe y'weapons or I'll shine some daylight through yer gizzards!’

  The captain stands at the foot of the tap-room stairs, a hollow tube of steel clutched in his hoary hands. Most of the passengers now have their fingers jammed in their ears in case he should fire his primitive-but-deadly Bor musket. Paido lowers his sword and apologizes for his rashness. He offers the soldier an ale and the man accepts — but on one condition — that it is not a mug of Ferina Nog!

 

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