The Curse of Naar

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The Curse of Naar Page 19

by Joe Dever


  If you possess Kai-alchemy and have attained the Kai rank of Grand Crown or higher, turn to 73.

  If you possess Kai-alchemy but have yet to attain this rank, turn to 251.

  If you do not possess Kai-alchemy, turn to 166.

  267

  Before the Demoness and her Lieutenants of Night can focus their attack, you use your improved Kai Discipline to launch a hasty psychic assault on all three beings simultaneously. Your rapid bolts of psychic power penetrate their defences and short-circuit their minds with devastating effect. The Lieutenants of Night fall screaming to the floor where they writhe in agony like wounded snakes. The Demoness reels and totters backwards, slumps down heavily upon her throne, and then grips her disfigured head with both hands as she struggles in vain to regain control of her mind.

  Seizing your advantage, you unsheathe your weapon and rush forward. With two swift and deadly blows you dispatch the lieutenants in passing and then rush towards Shamath's gigantic throne. Through the red haze of the agony that fills her head, the Demoness sees you approaching. Immediately she slams her right hand down upon the arm of her throne, to where a glowing opal is set into the stone.

  ‘Gnekasha!’ you scream, giving voice to her secret name, and she freezes as still as a stone statue. But not before her clenched fist has struck the glowing gem.

  Suddenly you hear a terrible sound: it is the screams and cries of Shamath's vengeful legions. With dread you glance over your shoulder and look to the source of the cacophony: the chamber of tunnels beyond the archway of the Throne Room. What you see there sends an icy cold shiver of fear coursing down your spine.

  Turn to 201.

  268

  Framed in the archway is a snarling, sabre-toothed beast with eyes that radiate darkness, like two dull satanic orbs. It is hyena-like, and its hunched shoulders and straggly mane lend it an uncanny resemblance to the statue which sits atop this subterranean vault. Vile saliva drips from its fangs and snout, and an evil sound — part snickering, part bubbling — issues from its massive jaw.

  Slowly and deliberately it descends the ramp towards you. As it moves you notice that the ribs of its great frame are showing through its furry hide, giving it an emaciated appearance. Your senses detect that it is starving and that it sees you as the answer to its gnawing hunger.

  If you possess some Muntaag Honey, turn to 159.

  If you do not possess this Backpack Item, turn to 321.

  269

  Your advanced Kai skill alerts you to a stone slab, one of a dozen which form the floor of this hut. You can detect the presence of a valuable mineral buried somewhere beneath the slab and, after first checking that it is not booby-trapped, you manage to prise it loose and lift it away. Lying in a hollow in the dark earth you discover a radiant gem the size of a walnut. (If you wish to keep this Blue Diamond, record it as a Special Item which you carry in your pocket.)

  Suddenly your attention is distracted from your discovery by the sound of screeching. You glance out of the doorway and catch sight of a flock of bat-winged creatures flying low over the surrounding trees.

  If you have ever been to the Ruins of Maaken in a previous Lone Wolf adventure, turn to 107.

  If you have never visited this place, turn to 252.

  270

  Through a square hole in the wall of the tower, you catch your first clear view of this subterranean domain which lies deep beneath the crater. Nestling within a colossal cavern of crimson lava-rock, you look out across an alien city that is split in two by a steep-sided chasm. Lavas swoop back and forth across this divide while their wingless comrades traverse it by means of a narrow bridge constructed from blocks of blue-grey basalt. As you stare at the stubby towers and flat-roofed dwellings clustered on either side, your heart suddenly skips a beat. Perched upon a vast mound of shiny black cubes on the far side of the chasm you see a temple. Carvings of dragons embellish its angular surfaces, engraved in such a fashion that their scaly bodies lie recumbent around the base of the edifice whilst their tails writhe towards its highest level. Here they become entwined to form a twisted stem. Atop this stem, like branches fanning out above the trunk of a petrified tree, you see an inverted cupola of bright orange flames: a nest of fire. Your senses confirm that you have found the lair of Huan'zhor the Dragonlord, as revealed in the Tome of Darkness. This is the nest of fire which lies upon the Tree of the Wyrm, and it is here that you will find the scarab that will allow you to leave Huan'zhor's hellish domain. Quietly you resolve to reach the distant temple and achieve this aim.

  You magnify your vision and your hopes rise when you see that both the fiery nest and the temple appear to be uninhabited. However, your enthusiasm is soon tempered when you consider how you can reach the far side undetected. For several minutes you observe the Lavas flying over the chasm and the traffic of wingless reptilians who cross via the bridge. The construction of new dwellings is taking place on the far side and the Lavas are busy overseeing the transportation of building blocks from a quarry situated close to the tower in which you are standing. Under the direction of the Lavas, a steady convoy of winged dragons transports these quarried blocks across the chasm in great nets which are slung beneath their bellies. As you watch this activity, you formulate two ways of reaching the far side. You could attempt to cross the bridge during a lull in the traffic, or you could try to stow away in one of the nets being ferried across by the lumbering dragons.

  If you wish to attempt to cross the chasm via the bridge, turn to 259.

  If you decide to try to stow away in one of the dragon's nets, turn to 179.

  271

  You unshoulder your Bow, draw an Arrow, and take careful aim at the nearest of the three spider-creatures below. You sense that the most vulnerable part of its body is the nape of its neck, where its almond-shaped head meets its bulbous body, and this point becomes your chosen target. You release your missile and it whistles down to pierce the creature's neck, penetrating so deeply that only the tail flights of the Arrow remain visible. The beast shrieks and collapses lifelessly into the mud. Your second Arrow also finds its mark, slaying the second creature while it is still stunned by the death of its companion. But the third and last creature proves to be no easy target. Despite the swift demise of its two companions it refuses to run away. Instead it dodges and feints with a succession of jerky movements designed to spoil your aim.

  Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, add 5 to the number you have picked.

  If your total score is now 7 or lower, turn to 291.

  If it is 8 or higher, turn to 222.

  272

  From the depths of the void there speeds forth a colossal chariot, drawn by four supernatural lionesses and driven by an astral being who bears the semblance of a stunningly beautiful woman. Pale green beams of light issue from her eyes and wisps of silvery mist trail from her ebony tresses. She wields a whip that sparkles with magical fire and her magnificent carriage is escorted by one hundred shadowy outriders, each armed with a lance of cold flame.

  Illustration XVI—A colossal chariot speeds forth, driven by a stunning astral being.

  Your initial fears are compounded when your Kai senses detect that this being is Avarvae the Tormentress, the ruler of this vast domain. She brings her chariot to a halt and signals to her escorts, with a contemptuous flick of an elegant wrist, to rein in their steeds and wait for her return. Then she glides from her carriage upon a carpet of silvery mist and moves effortlessly towards you. As her gigantic face looms above, you see a sneer of disdain curl her cruel, voluptuous lips.

  If you possess Shamath's Potion, turn to 256.

  If you do not possess this potion, turn to 146.

  273

  You draw upon your improved Discipline to create an illusory double of yourself which appears standing a few yards away to your right. You sense that this unexpected apparition causes a wave of anxiety in the mental communication passing between the Künae. The
creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind: Slay him, Jantoor!

  The creature seated upon the right throne responds immediately. It raises its right limb and a gout of fire shoots from the palm of its leprous hand.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 58.

  If it is 5–9, turn to 153.

  274

  As you hurtle through the void of the Shadow Gate, you fight to keep your eyes fixed on a tiny mote of light which glimmers tantalizingly in the dark, immeasurable distance. You quickly sense that your passage through this astral corridor is being guided by the combined efforts of the magicians you have left behind at the entrance to the Daziarn Portal. Using their psychic powers they are attempting to steer your body through a maze of invisible channels towards the remote speck of light. The journey is a painful one for each shift in direction places an agonizing strain upon your body. You draw upon your Grand Master Disciplines to lessen the trauma, but you are unable to fully protect yourself from the rigours of this passage (lose 5 ENDURANCE points).

  To continue, turn to 90.

  275

  Beyond the archway you see a vaulted cavern ringed by pillars of ice. A huge marble throne and a table of carved marble stand before two massive black gates which gleam like polished jet. Located behind the throne, and within an arm's length of the grand gates, you glimpse a well-like pool set flush into the frosted cavern floor. The surface of this well is seething and swirling, as if its black waters were about to bubble and boil over.

  The sight of this wondrous cavern is a stunning spectacle, yet it pales in comparison to the visage of the creature which is occupying the massive marble throne.

  If you have ever visited Lake Vorndarol in a previous Lone Wolf adventure, turn to 302.

  If you have never visited this place, turn to 183.

  276

  Your fight with Zantaz has left you severely wounded. As you drag yourself along the narrow stone beam towards the dragon-gate, you hear the sickening crunch and crack of tortured stone growing ever-louder in your ears. With fear running ice cold through your veins, you suddenly realize that if you are to escape from this realm alive, you must use your Grand Mastery.

  If you possess Kai-alchemy, turn to 281.

  If you possess Deliverance, turn to 48.

  If you possess neither of these Disciplines, or if you choose not to use them, turn to 325.

  277

  You gasp as one spear tip nicks the back of your right leg and another grazes your left foot (lose 2 ENDURANCE points). Fortunately, though, the pain quickly recedes when your natural Kai curing skills act to staunch the bleeding.

  Turn to 5.

  278

  For ten minutes you pray that the Lavas will leave the parapet, but to no avail; the creature refuses to move. Then suddenly you feel yourself rising within the column of light. You struggle to break free, but nothing you do stops your inexorable ascent towards the crater. Minutes later, you emerge from the vent into a raging fire-storm.

  If you possess Grand Nexus, turn to 131.

  If you do not possess this Grand Master Discipline, turn to 288.

  279

  You sprint along the tunnel, away from the thunderous noise, and as you run you feel the temperature in this dusty passageway steadily rising. You veer around a shallow bend and see a junction less than a hundred yards ahead where another tunnel meets this one from the right. Displaced air is now rushing past you, whipping at your hair and cloak, and the rumbling noise has grown until it has become almost deafening. Drawing on your reserves of strength and stamina, you fix your eyes on the distant junction and race towards it as fast as you can.

  If you possess Kai-alchemy and have attained the Kai rank of Grand Crown or higher, turn to 298.

  If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 333.

  280

  From out of the dark earth surrounding your hiding place there arise monstrous shapes, alien beings long dead and buried yet cruelly denied an eternal rest. Muddy tatters of flesh hang from their pitted skeletal frames, and from their skull-mouths writhe wormy tongues riddled with decay. Numb with shock, you watch as this ghoulish legion draws itself to the surface and comes shambling towards you, driven on by the hellish cries of the swooping fliers.

  Instinct and training trigger you to draw your weapon in readiness to meet this sickening corpse-horde, yet before they begin their attack, you are faced by a threat from another quarter. One of the flying creatures circling above is clutching in its claws a length of chain to which is attached a smoking bundle. Suddenly this creature dives out of the clouds and comes swooping down over the horde towards you. At the last minute it pulls up to avoid crashing into the stone slabs of the roof and, as it does so, it releases the chain. The bundle hits the soft ground once and then bounces through the narrow entrance of your hiding place.

  Illustration XVII—The ghoulish legion claws itself to the surface, driven on by hellish cries.

  Instantly you are consumed by a cloud of acrid smoke that stings your eyes and threatens to close your throat. You sense at once that the smoke is a deadly poison, but fortunately your Magnakai Discipline of Nexus is sufficient to save you from a swift death.

  If you possess Grand Nexus, turn to 337.

  If you do not possess this Grand Master Discipline, turn to 229.

  281

  You whisper the words of the Brotherhood Spell Strength and feel a sudden surge of energy course through your body. You stagger to your feet and rush towards the glowing portal, leaping through it just as the retracting coil of rock reaches the mouth of the dragon-gate. The crash of stone echoes in the far distance as you fall headlong through a corridor of swirling flame. Your Platinum Amulet protects you from this fierce conflagration, and it also feeds you with a steady warming stream of energy which radiates from the centre of your body outwards to soothe your aching limbs.

  Pick a number from the Random Number Table. (0=10). Now double the number you have picked. This total equals the number of ENDURANCE points you may restore as a result of the healing effects of the Platinum Amulet. (Remember: your ENDURANCE score cannot exceed the total with which you began this adventure.)

  After a short time the swirling corridor of flame gradually darkens and you feel the speed of your fall begin to decrease. Then, in a breathtaking instant, your feet slam into hot, cindery ground and you crash forwards to land in a tangled heap.

  If you have ever visited the Palmyrion town of Scade in a previous Lone Wolf adventure, turn to 125.

  If you have never visited this town, turn to 215.

  282

  You sense that the Dark God Naar is present in this chamber, but he is being prevented from materializing by Alyss who is courageously using the last of her stamina to hold him at bay to assist you in the fight against his champion.

  Kekataag pounds the floor repeatedly with his armoured boot to demonstrate his impatient eagerness to commence combat. In response, you give voice to your battle-cry — ‘For Sommerlund and the Kai!’ — and launch yourself at your fell adversary in an attempt to land the first blow.

  Kekataag the Avenger: COMBAT SKILL 60 ENDURANCE 58

  You gain a temporary advantage from your speedy attack: you may ignore any ENDURANCE points losses sustained in the first two rounds only.

  If you win the combat, turn to 29.

  283

  You recite the words of the Brotherhood Spell Levitation and instantly you feel yourself rise up out of the mud and soar into the humid air. You bring yourself to a halt twenty feet above the muddy river shore; then you look down at the predatory arachnids that are now gathered directly below. They stare up at you in silence, their scarlet-rimmed eyes blinking rapidly as they patiently wait for you to return to the r
iver.

  If you have attained the Kai rank of Grand Crown or higher, turn to 246.

  If you have not yet attained this level of Kai rank but you do possess a Rope, turn to 111.

  If you have yet to attain this level of Kai rank and you do not possess a Rope, turn instead to 30.

  284

  To your dismay you sense that the dragon is oblivious to your mental commands. It does not alert the accompanying Lavas as you had feared, but it does begin rapidly to lose height. Rather than continuing its flight towards the construction area, it descends towards an area of broken rocks and derelict dwellings near to the edge of the chasm.

  Turn to 161.

  285

  The few remaining insects that survive your blows hurriedly flee across the swamp and disappear into a curtain of acidic rain. Mindful of the damage this rain is inflicting upon your clothes and equipment, you turn and run back towards the pile of fallen slabs. The hollow beneath these stones is now empty of insects and so you squeeze yourself through a gap and take shelter here.

  As you wait for the rain to abate, you inspect the inside of the hollow and the pendulous insect hive. Despite the seemingly haphazard lie of the stone slabs, the rain does not penetrate into the interior, and the inside of the hollow stays remarkably dry. On the ground lies a thick carpet of soft leathery leaves. They are spattered with a yellow, honey-like substance which is oozing from the base of the hive. It smells sweet but your Kai senses warn you not to taste any: it is poisonous. (If you wish to take some of this, record it on your Action Chart as Muntaag Honey. You can wrap it in a leaf and store it as a Backpack Item.)

 

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