The Curse of Naar

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The Curse of Naar Page 22

by Joe Dever


  Muntaag swarm: COMBAT SKILL 47 ENDURANCE 40

  These insects are especially susceptible to all forms of psychic attack: double all appropriate bonuses.

  If you win this combat, turn to 285.

  319

  You strike out at the onrushing column of fire and it connects with the flat of your magical blade. There is a terrific flash of blinding golden light and you feel an electrifying jolt that sets every nerve in your body jangling. You follow through with your blow and send the Künae flame rebounding from your blade to slam into the far wall where it dissipates harmlessly across its surface.

  Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you shout his secret name and immediately the creature becomes immobile. The sight of his frozen form — and the sudden cessation of mind contact — throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size.

  If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Künae. But there is no time to consult the Tome of Darkness: you must try to recall the name from memory.

  If you think the secret name is ‘Rhunotar’, turn to 96.

  If you think the secret name is ‘Rhunadan’, turn to 311.

  If you think the secret name is ‘Rhunaguin’, turn to 289.

  320

  Your heart pounds when you witness a swirling, ghostly shape arise from the rib cage of the rotting carcass and come snaking towards you like a coil of vampiric mist. As it draws closer, you hear a chilling voice invade your mind: ‘From beyond the veil of death the powers of putrefaction grant me, worthy Cadak, the privilege of destroying you, Kai Lord.’

  Instantly, you recognize the name and identity of the third spirit occupying this hall. It is Cadak, Arch Druid of the Cenerese, a deadly enemy of both the Kai and the Elder Magi of Dessi. His body was destroyed on Magnamund five years ago yet his spirit survives here, in this reeking hall, bound in eternal servitude to the Lords of Decay.

  If you possess Kai-screen, turn to 249.

  If you do not possess this Grand Master Discipline, turn to 4.

  321

  As the beast stalks closer, you see a dull crimson fire glowing at the core of its soulless eyes. It tenses its sinewy muscles and a dozen steely claws extend like flick-knives from its forepaws. It is preparing to attack. You sense that you must act quickly to defend yourself for this beast is now set to pounce.

  If you have a Bow and wish to use it, turn to 51.

  If you do not have a Bow, or if you choose not to use it, turn to 287.

  322

  Successfully your Kai speed and agility keep you safe from the hissing crossbow bolts. When you come to within a few yards of the open gates, you leap into the air and sail feet-first into the darkness of the void.

  To continue, turn to 60.

  323

  The insect swarm becomes agitated and begins to buzz loudly. You sense something is wrong and hurriedly you back away from the pile of stones. Moments later, a host of angry insects comes pouring from out of every gap in the rocks and rises up to form a dark cloud that hovers menacingly above the fallen slabs. At first it looks like a defensive action, a show of force to frighten you away, but when the tone of their buzzing suddenly deepens you sense that these angry insects are not preparing to defend their lair at all: they are getting ready to launch an attack.

  If you wish to attempt to escape from these angry insects, turn to 212.

  If you choose to stand and face them, turn to 318.

  324

  Cautiously you approach the entrance to Naar's inner sanctum. Your Kai Sixth Sense cannot detect any presence other than Alyss within this chamber yet, even so, you are loath to go another step further.

  Pick a number from the Random Number Table. If you possess Assimilance, add 1 to the number you have picked. If you possess Grand Nexus, add 2. If your current ENDURANCE score is 9 or lower, deduct 2.

  If your total score is now 3 or lower, turn to 168.

  If it is 4 or higher, turn to 81.

  325

  You force yourself to crawl towards the dragon-gate as fast as you can, but you are weakened by your battle-wounds and a massive loss of blood. Despite your gallant efforts you are unable to reach the portal before the coils of the stone beam gather you up and crush you.

  Sadly, your life and your quest end here upon the threshold of the Gate of Dragonflame.

  326

  You recite the words of the Brotherhood Spell Net and extend your right hand towards the attacking creature. A flood of sticky fibres shoots from your palm and engulfs the beast, smothering its head and forefeet in a gluey net which brings it crashing to the stone floor at the foot of the ramp.

  As it struggles to break free from these sticky strands, you turn your attention to the portal and examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and, just as you believe it will, it moves inwards with an audible clunk! Moments later the portal creaks open and you hurry through, slamming it shut behind you to prevent the beast from following in your wake.

  Turn to 210.

  327

  The sight of Huan'zhor fast approaching galvanizes you into action. You abandon your physical search for the Scarab of the Wingless Dragon, and instead you close your eyes and focus your psychic Kai skills in an attempt to detect its presence. The tactic seems to work for the image of the scarab crystallizes in your mind's eye, but when you open your eyes you are disappointed to discover that you are staring at a seemingly plain orb of gold. Through the wall of flames you can see Huan'zhor flaring his mighty wings; he is slowing his approach to the temple in preparation to land upon his nest of fire. In desperation, you stoop to retrieve the orb from among the other treasures and, as your fingers touch its golden surface, it breaks open to reveal the scarab within. Moments later the shadow of Huan'zhor darkens the nest — he is now seconds away from landing.

  If you wish to keep the scarab and leap into the transporter beam, turn to 155.

  If you wish to pocket the scarab and find a place in the nest where you can hide from the approaching Dragonlord, turn to 64.

  328

  Your speed and agility save you from being burnt to a cinder. The column of fire speeds over your body and impacts harmlessly against the surface of the hall's closed portal. Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you leap to your feet and shout his secret name. Immediately the creature becomes immobile. The sight of his frozen form — and the sudden cessation of mind contact — throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size. If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Künae. But there is no time to consult the Tome of Darkness: you must try to recall the name from memory.

  If you think the secret name is ‘Rhunotar’, turn to 96.

  If you think the secret name is ‘Rhunadan’, turn to 311.

  If you think the secret name is ‘Rhunaguin’, turn to 289.

  329

  Guildmaster Banedon announces that the preparations are now complete. With mixed feelings of fear and exhilaration, you step into the centre of the pentagram and stare resolutely into the inky black heart of the Daziarn Portal. The hypnotic chanting of the Brotherhood magicians rises in tempo and you feel gusts of icy wind play upon your face. Then the Elders of the High Council lend their voices to the sonorous chant and suddenly the chill wind becomes a howling gale. Crackling arcs of energy leap from the
edges of the pentagram and disappear into the core of the portal. Above the deafening roar you hear Lord Rimoah shouting an ancient phrase of power and, in one breathtaking instant, you are pulled off your feet and sucked into the whirling maw of the Shadow Gate.

  If you possess the Discipline of Grand Huntmastery and have achieved the rank of Sun Prince, turn to 16.

  If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 274.

  330

  You retreat from the pile of stones and hurry back to the causeway where you follow the course of this sunken wall for nearly a mile before it sinks without trace into the swamp. Fortunately, you discover a chain of knolls and dry earth mounds by which you are able to continue your trek without falling foul of the swamp's treacherous pools.

  For more than an hour you make your way deeper into this unwholesome morass, yet you encounter no further signs of animal or insect life. A strange quietness overhangs this part of the swamp, an eerie calm which seems to accentuate the aura of evil that is radiating from every mound and murky pool. Progress is slow and an hour passes before you discover another possible place to shelter. It is a tight clump of stunted, thorn-studded trees which stand upon a knoll several hundred yards ahead. You set off towards it, anxious to get under cover even though the rain has already damaged your clothing and equipment. Your cloak is in tatters and your Backpack is full of holes. Briefly you stop to repair your Backpack and discover that three of the items contained within have been ruined. (Delete from your Action Chart the items which you have recorded in the last three sections of your Backpack Items list.14)

  If you possess the Discipline of Grand Huntmastery and have reached the rank of Kai Grand Guardian or higher, turn to 123.

  If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 78.

  [14] It is unclear what to do in this situation if some or all of the last three spaces of your Backpack are empty. One possibility is to interpret this instruction as indicating that the last three items on your list must be erased. Another interpretation is that if some of the last three spaces are empty you are lucky and lose fewer than three items.

  331

  Your Sixth Sense detects that the force of gravity is greatly reduced within the confines of this shimmering pool. As you stare into its mesmerizing blue light, you suddenly realize that it is a means of transportation; it is the apex of a magical elevator that could enable you to descend into the vent at a steady, controlled speed.

  Suddenly, a huge sheet of flame sweeps low across the sky. The crater offers you little protection and its searing furnace heat smothers you, forcing you to your knees. Gasping for breath, you glance up and see that the fire-storm is fast approaching — you now have no more than a few minutes left before it engulfs the crater. Your fears of what may lie at the bottom of the shimmering pool are now matched by your terror of being caught up in the approaching conflagration.

  If you possess a Blue Diamond, turn to 157.

  If you do not possess this Special Item, turn to 106.

  332

  You press the Gold Crown into the triangular slot and instantly you are blinded by a flash of white light. A searing pain runs down the length of your arm and you are thrown backwards by this sudden release of energy: lose 4 ENDURANCE points.

  Turn to 143.

  333

  A hurried glance over your shoulder tells you that the thundering tunnel-creature is gaining on you at a terrifying pace. You draw on all of your Kai Disciplines and stamina to muster one last desperate burst of speed that will carry you to the junction before the creature runs you down.

  Pick a number from the Random Number Table. If your current ENDURANCE points score is 12 or lower, deduct 1 from the number you have picked. If you possess Grand Pathsmanship, add 2.

  If your total is now 3 or lower, turn to 55.

  If it is 4 or higher, turn to 2.

  334

  You are deeply suspicious of entering this jungle, but you are equally reticent to remain on the beach where there is no cover. You can hear the distant cries of unknown creatures circling in the high clouds above and you know that it can only be a matter of time before the wreckage of your canoe is discovered.

  You decide to explore the perimeter of the undergrowth and have walked almost a mile along its edge before you come across the remnants of a path which leads into the jungle's dark interior. Cautiously you advance along this overgrown trail until you are forced to a halt by a thick curtain of hanging creepers. You are about to unsheathe your weapon and cleave a way through them when suddenly your advanced Kai senses detect tiny movements among these moss-covered vines. It is as if they are shivering with fear. Using your Grand Pathsmanship skills, you command the mossy creepers to move aside and the reaction to your order is immediate and dramatic. There is a deafening noise, like the sound of heavy tropical rainfall, and suddenly the mass of hanging vines 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. Rapidly your sense of surprise is surpassed by a rising fear when you realize that these vines are not plants at all; they are hostile living creatures.

  If you wish to attempt to evade their attack, turn to 35.

  If you decide to try to fight your way through them, turn to 46.

  335

  As the first wave of their combined mental attack comes speeding towards you like a host of psychic meteors, you draw upon your Kai Disciplines to erect a strong defensive wall around your mind.

  Pick a number from the Random Number Table. If you possess Kai-screen, add 2 to the number you have picked. Also, for every level of Kai rank you have attained above the rank of Sun Knight, you may add a further 1.

  If your total score is now 2 or less, turn to 292.

  If it is 3–7, turn to 34.

  If it is 8 or more, turn to 152.

  336

  In the blink of an eye you unshoulder your Bow and draw an Arrow ready to fire. The warrior does not flinch in the face of your swift threat and you soon understand why this is so. As you cast your eyes over his body in search of a target, you are unable to detect any chink in the thick plate armour that encases him. Cursing your mysterious foe, you release your Arrow and send it whistling towards his throat, at a point where the scales of his chest armour meet the lower edge of his great helm. The steel-tipped missile fails to penetrate; it shatters harmlessly on impact and the pieces tumble away into the chasm (erase this Arrow from your Action Chart).

  Having now tested his armour, you are in no rush to close for combat with this enemy. If at all possible you would still prefer to use your skills to defeat him at a distance.

  If you possess Grand Nexus and have attained the Kai rank of Grand Crown or higher, turn to 98.

  If you possess Magi-magic and wish to use it, turn to 294.

  If you possess Kai-alchemy and wish to use it, turn to 135.

  If you do not possess these skills, or if you have yet to attain the required level of Kai Mastery, turn to 224.

  337

  The poisonous fumes irritate your eyes and throat but your Grand Mastery saves you from suffering any lasting physical damage. You draw on your powers of infravision to counter the blinding smoke and at once you are able to make out the leaders of the shambling legion; they are now just a few yards from the entrance.

  If you wish to attempt to escape before they block the entrance completely, turn to 151.

  If you choose to stand and fight them, turn to 32.

  338

  Your precautions prove successful and you are able to successfully mask your mental and physical self from the unwanted attentions of Tzor. Patiently you wait for the demonic being to herd his vast pack of tortured souls around to the far side of Dazganon before you cross the Plain of Despair and make your approach to Naar's stronghold.

  The outer gate of Dazganon is open and unguarded and you are able to pass thr
ough unhindered. Clearly the Dark God considers the need for guards here unnecessary for the walls and bastions appear never to have been manned. It is not until you reach the archway to the inner keep that you meet with resistance. Filling the inner arch is a curtain of black flames which crackle and spit venomously. You recall the text of the Tome of Darkness and retrieve from your pockets the three items that are required to gain entry to Dazganon. Then, with trepidation, you close your eyes and step directly into the wall of blazing black flame.

  Add together the three numbers which appear upon the three Special Items that will enable you to gain entry to Dazganon. If you have gathered all three items, you will have noted these numbers in the margin of your Action Chart. To continue your quest, turn now to the entry which is the same as your total.15

  If you have not obtained all three Special Items, sadly you are doomed to spend the rest of eternity running with the lost souls upon the Plain of Despair.

  [15] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

  339

  As you crest the lip of the crater you see that the lining of the cone is unusually smooth. You peer down towards the vent at its centre and your suspicions are further aroused when you note that this hole is perfectly symmetrical. No natural volcanic forces could have created this precisely circular vent and it prompts you to take a closer look. When you reach the base of the cone you discover a circular platform of carved stone blocks constructed around a well-like opening. When you look down into this well you are half-expecting to see smoke, or perhaps the glow of molten lava, but to your surprise you discover it is filled with a shimmering blue light.

 

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