The Curse of Naar

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The Curse of Naar Page 21

by Joe Dever

If it is 5–7, turn to 110.

  If it is 8 or higher, turn to 322.

  301

  As you are brought closer to the settlement, you see that the pale humanoids look chillingly similar to the horde of undead beings which attempted to slay you at the stone shelter. This slobbering, shambling crowd is a repulsive spectacle, yet they pale in comparison to the terrible sight of their companion ant creatures.

  An icy shiver runs through your body the moment you catch your first clear view of these huge insectoids. They possess long spindly limbs and shiny shell-like bodies, and each one has a ghoulish head implanted with composite eyes. As you descend into their midst they chitter excitedly and fix you with a cruel and hungry stare.

  Illustration XIX—The pale humanoids fix you with cruel and hungry stares.

  The net comes to within ten feet of the ground and you brace yourself against the ropes in readiness to attempt an escape the moment it touches down. You reach for your weapon, but as your hand closes around the hilt you are hit by a sudden massive wave of psychic energy.

  If you possess Kai-screen, turn to 21.

  If you do not possess this Discipline, turn to 118.

  302

  Icy fingers of fear grip your heart when you see the huge, dread form of the Demoness Shamath seated upon the marble throne. She is slumped forward over the adjacent table, her face buried in her crossed arms as if she is asleep. The few remaining parts of her body which are visible appear to be sheathed in sections of shiny black armour. You note that it is the same armour she wore when you defeated her five years ago.

  Suddenly the sound of approaching footsteps echoes from one of the nearby tunnels. Anxious to avoid the risk of a confrontation, you slip into Shamath's chamber and take cover behind one of the icy pillars that encircle the walls. Moments later, you see two robed figures glide into the chamber. They are carrying between them a large phial of golden fluid which rests upon a pillow of purple silk. As they pass close by your hiding place, you hastily call upon your Kai skills to mask your physical and mental presence.

  Turn to 243.

  303

  You rush towards the glowing portal and leap through it just as the retracting coil of rock reaches the mouth of the dragon-gate. You hear a crash of stone echoing 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.

  304

  You are about to cut your way through this barrier of vines when you notice something very odd: each creeper is trembling slightly, as if it is shivering with cold or fear. You draw back your weapon and take careful aim before striking your first blow which severs three of the thick vines.

  As if in response to your attack, the mass of hanging creepers suddenly rises up and flails the air. They lash out at you with stunning ferocity, forcing you to retreat along the trail before their stinging blows: lose 1 ENDURANCE point. With mounting dread you realize that these vines are not plants at all: they are hostile living creatures.

  Beneath the coating of moss which sheathes them are hundreds of tiny hollow barbs, easily capable of ripping flesh to shreds. One passes close to your face and you strike out at it, cutting it in half. It emits a high-pitched squeal as it recoils, trailing a spray of sticky green slime from its sundered tip. As if enraged by their companion's cry of pain, the other vines come snaking towards you with increased tenacity. You must fight them.

  Haemodyls: COMBAT SKILL 49 ENDURANCE 47

  These vine-creatures are immune to all forms of psychic attack, except Kai-blast and Kai-ray. If you possess Animal Mastery, you may add 2 to your COMBAT SKILL for the duration of this fight.

  If you win the combat, turn to 19.

  305

  To your dismay you sense that the dragon has become convinced that it has a stowaway amongst its cargo. It does not alert the accompanying Lavas, as you had feared, but it does begin to reduce its height. Rather than continuing its flight towards the construction area, it banks towards some broken rocks and derelict dwellings that are located close to the edge of the chasm.

  Turn to 161.

  306

  You sense that your physical presence within this throne hall is causing the Künae a great deal of discomfort. You detect them psychically probing your mind in an effort to discover your identity and, when you repulse these intrusions, you feel a surge of anxiety in the mental communication that is passing between them. 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 and comes speeding towards your chest.

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

  If your total score is now 5 or lower, turn to 83.

  If it is 6 or higher, turn to 39.

  307

  Rimoah ushers you to a refectory table at the entrance to the chamber where Lord Ardan is carefully arranging some magically-crafted artefacts upon a sheet of scarlet silk. He invites you to inspect these items and Lord Ardan steps aside to allow you a closer look. The first object to catch your eye is a double-edged sword with a jewel-encrusted hilt. The blade looks exceptionally sharp and appears to have been crafted from a rich golden alloy. It shimmers brightly, like sunlight on water, even in the gloom of this torchlit chamber.

  ‘This is “Skarn-Ska”,’ says Rimoah proudly. ‘It was crafted by Lord Ardan and myself in the weapons forge at the Kai Monastery, during your absence. It was tempered in spell-fire and is imbued with Old Kingdom magic. It will never lose its razor-keen edge. There are few blades better suited to the slaying of the Dark God's foul spawn than this.’

  ‘Aye,’ comments Ardan, ‘and we have named it in your honour, Grand Master. In the tongue of the Old Kingdoms, “Skarn-Ska” means “Wolf's Blade”.’

  If you wish to take this Special Item, turn to 50.

  If you do not, turn to 89.

  308

  You watch the Lavas for several minutes before you muster enough confidence to make your move. Then, with bated breath, you step out from the column of light and tiptoe silently towards the tower archway.

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

  If your total score is now 4 or less, turn to 93.

  If it is 5 or more, turn to 235.

  309

  You insert the Gold Crown into the triangular slot and instantly you are assailed by another blinding flash of white light, but one far stronger than the first. A blistering wave of pain engulfs your hand and arm and you are thrown into the air by this explosive release of energy: lose 6 ENDURANCE points.

  Cursing your poor judgement, you stagger to your feet and cradle your twice-injured arm. When function fully returns to your burnt and aching hand, you take a third coin from your pouch and press it into the circular slot. It falls into a hol
low inside the base of the door and, with a grating squeal, the great portal slowly swings open.

  Remember to erase 2 Gold Crowns from your Action Chart before going on with your quest.

  To continue, turn to 343.

  310

  A halo of light engulfs the razor-sharp blade of your magical sword, illuminating the surrounding gloom of the chasm. The towering warrior roars with anger as this light washes over him; it is as if its goodly glow is causing him great pain. He bellows a phrase in the Dark Tongue and suddenly his broadsword is sheathed with a black fire that crackles and spits venomously. Then the cruel dagger clenched in his left hand begins to glow red. When its poisoned tip becomes white hot, it emits a trail of noxious steam.

  You yell your battle-cry as you launch your swift attack, and as your sword hits your enemy's blade, the sudden release of power knocks him back towards the glowing dragon-gate. Yet he recovers quickly, and when he expertly counters your second blow with the hilt of his black sword, you suddenly realize that you are now embroiled in a desperate fight to the finish.

  Zantaz: COMBAT SKILL 50 ENDURANCE 46

  This warrior is immune to all forms of psychic attack. Remember to add the appropriate bonus to your COMBAT SKILL whilst using your magical sword for the duration of this combat.

  If you win this fight, turn to 186.

  311

  You shout the name ‘Rhunadan’ and the remaining Künae immediately ceases to move. All trace of its psychic energy vanishes and its flailing limbs become frozen in mid-air, lending it the semblance of a petrified tree. The advancing horde of maggots rapidly shrink to their former size and retreat before you, seeking the safety of the hall's furthest corners. The power which drove them and caused them to mutate has suddenly disappeared and they are thrown into chaos. You stride towards the carcass and swallow hard as you step through the ancient rotting remains that ooze from its rib cage. You raise your weapon and, with one swift blow, you sever the fingers of the Künae's right hand and quickly retrieve the gold ring.

  Suddenly, a squeal of hinges draws your attention to the great portal on the far side of the hall. It swings open to reveal an angry horde of corpse-creatures who stagger into the chamber and come surging towards the carcass. They are the Dregants, a decomposing army of humanoids enslaved to the Künae. They have sensed their rulers' plight and have flooded here in their hundreds to protect them. Desperate to escape from this ghoulish host, you turn and leap feet-first into the cave-like hole that occupies the belly of the carcass.

  Turn to 100.

  312

  You wince as one spear tip gouges a channel of flesh from the back of your left thigh and another bites into your right shoulder (lose 4 ENDURANCE points). Fortunately, the pain soon recedes as your natural Kai curing skills act to staunch the bleeding.

  Turn to 5.

  313

  Using your Magnakai Discipline of Divination to spirit-walk, you cause yourself to soar at speed towards the distant bridge. Within this astral domain, your body and spirit do not separate from one another when using this innate ability. Instead, it has the effect of propelling you through the void by the force of your will alone. However, the use of such willpower takes its toll upon your reserves of strength and stamina: lose 4 ENDURANCE points.

  Your sudden and unexpected acceleration takes Avarvae and her minions completely by surprise. By the time they react to your escape it is already too late: you have reached the Bridge of the Damned, the exit from Avarvae's domain.

  Turn to 150.

  314

  You hurry away along a track that winds through the settlement of huts and down to a beach covered with coarse black sand. Here a ramshackle jetty, constructed from wood and bone, protrudes from the lee of a sand dune and out into the sluggish grey sea. Fringing the beach is dense jungle from where there suddenly arises a cacophony of hellish cries. You glimpse shadows moving in the undergrowth, and when you stop momentarily to take a longer look, several arrows come shooting out of the trees. They arc towards you and explode when they hit the sand close by. Your Kai senses warn you that there are a great number of archers lurking in the jungle, far more than you can hope to defeat single-handedly. Anxious to escape while you are still able, you hurry down the beach to the jetty where you discover a sea-going canoe. Without daring to look back, you leap into this canoe, cast off its mooring rope, and paddle as fast as you can away from the shore.

  Once you feel sure that you are beyond arrow range, you attempt to follow the coastline in the hope of finding a safer place to put ashore. But a mist sweeps in across the water and engulfs your tiny craft before you can change course. This mist thickens rapidly to become a dense sea fog, the like of which you have never experienced. Despite your advanced Kai skills, you are unable to see through it and quickly you lose all sense of time and direction.

  After what seems like many hours, you eventually catch sight of a dark shape low in the water which, at first, appears to be a distant island. You paddle towards it but as you draw closer you sense that all is not what it seems. Then you feel a warm glow radiating from the pocket of your robe and discover that it is the Nza'pok Amulet. Carefully you remove it and, guided purely by instinct, you hold this glowing disc of iron above your head. In the distance you can hear the sound of rushing water which is followed by an incredible sight: the island is sinking slowly into the sea. In less than a minute it has completely disappeared without trace. The amulet no longer glows and so you slip it back into your pocket before continuing your eerie voyage across this uncharted ocean.

  Turn to 232.

  315

  Your Kai Sixth Sense detects that Shamath's Potion has properties that can heal your body and restore lost energy.

  If you wish to drink all of this potion you can restore all of the ENDURANCE points you may have lost on your quest so far. However, if you drink the entire potion you must erase it from your Action Chart. Alternatively, you may drink half of the potion and restore 5 ENDURANCE points. If you drink only half of the potion you need not erase this item from your Action Chart.

  After making your choice of action, remember to adjust your Action Chart accordingly.

  To continue, turn to 218.

  316

  As you strike the killing blow that finishes the last of these hideous arachnids, you drag yourself out of the thick mud and collapse on the crest of the river bank. But you allow yourself just a few moments to recover from the fatigue of combat before you are once again back on your feet and on the move.

  You cross the clearing to a perimeter of jungle on its far side. Here you force your way through thick foliage until you discover the remnants of a trail which leads you to the edge of a second clearing. This expanse of open ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you leave the jungle, make your way around the fruits, and hurry towards a gigantic statue which sits crouched among the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

  If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76.

  If you do not possess this skill or choose not to use it, turn to 177.

  317

  You aim and fire an Arrow which arcs towards the reptilian's chest with deadly accuracy. Moments before the missile strikes, the creature shifts slightly and the Arrow hits the shaft of its trident. The impact shatters the weapon in two and the beast, stunned by this unexpected attack, loses its balance and falls headl
ong into the void.

  A pair of passing Lavas dive into the chasm, screeching and cawing in alarm. The handful of creatures who are on the bridge at this time immediately rush to the parapet. They are eager to watch as the Lavas attempt to save the falling reptilian before it splashes into the molten river far below. From the sound of their cackling laughter, you get the distinct impression that they are hoping the rescue will be less than successful.

  While this ghoulish group are enjoying the sight of their comrade's plight, you seize the opportunity to make a dash across the open bridge.

  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 2. If your current ENDURANCE score is 10 or lower, deduct 1.

  If your total score is now 6 or lower, turn to 25.

  If your score is 7 or higher, turn to 95.

  318

  You dig your heels into the soft ground and unsheathe your weapon in readiness to meet this angry swarm. The insects launch a swift attack, their swarm-cloud dispersing and reforming into a long line as they come diving towards your head. You strike out at the front of the line and cut down a score of their number, but you are forced to duck to avoid their whirling tail-blades as the remaining insects flash past on either side of your face.

  Illustration XX—The swarm-cloud of insects form into a long line, directed at your head.

 

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