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Flight from the Dark Page 11

Wiping the foul Giak blood from your weapon, you quickly descend the hillside before the Kraan spots its dead riders. Many times you lose your footing on the loose rocks, falling several feet.

  Deduct 1 ENDURANCE point for cuts and bruises to your legs.

  Turn to 248.

  314

  It takes you nearly an hour to reach the citadel. When you arrive you find that the citizens of Holmgard are in panic and confusion. Your escort approaches the armoured guards at the main entrance and tells them of your urgent message for the King.

  Pick a number from the Random Number Table.

  If you have picked a number that is 0–6, turn to 341.

  If the number is 7–9, turn to 98.

  315

  Wrapped in a bundle of women's clothing is a small velvet purse containing 6 Gold Crowns and a Tablet of Perfumed Soap. You may take these items and continue your journey.

  Turn to 213.

  316

  In your haste to avoid the enemy, you catch your foot in a tree root and you are pitched head over heels in a tumble of dust and leaves. Crashing through the undergrowth at the base of the hill, you quickly pick up your weapon and run into the thick forest. The Kraan is no longer circling above, but you can make out the silhouette of two Giaks on the peak of the hill behind.

  Wiping the grime from your eyes, you wince as you discover a large bruise on your forehead. Without delay, you run deeper into the safety of the forest.

  Turn to 331.

  317

  Instinctively you dive away from the stairs, and land on the stone floor. Your quick reactions have saved your life, for a vast granite block has fallen from the ceiling and crushed the steps, just in front of the lockplate!

  Shaken but still in one piece, you get to your feet. A shaft of dull grey light is seeping into the chamber from above, where the stone block was. Through a hole in the ceiling you can see a tangle of graveweed and the cloudy sky above. You clamber out of the tomb and head for the arched south gate of the necropolis as fast as possible. The pointed log walls of the city's outer defence works are now visible.

  Turn to 61.

  318

  Two soldiers and a sergeant run towards you, their crossbows aimed at your head. As they get nearer, they recognize your Kai cloak and a look of relief spreads across their faces.

  ‘My Lord,’ says the sergeant, ‘where are the other Kai Masters? We are in desperate need of their wisdom. The Darklords press us most cruelly and our casualties are high.’

  You inform the brave soldier of the fate of your kinsmen, and the urgency of your mission to see the King. He takes you back to the barges where an officer accompanies you on horseback towards the high walls and the main gate of Holmgard.

  Turn to 129.

  319

  The slimy creature lets out a long, ghastly death-cry and collapses. You are near to panic and scramble to your feet, grabbing what you think to be your belt from the jaws of the dead beast. You can see light in the far distance, and you sprint for it as fast as you can. When you finally emerge into the daylight, you fall onto the leafy ground and fight for breath in painful gasps.

  Slowly sitting upright, you notice that you are still wearing your belt — you had not lost it after all. What you grabbed from the jaw of the Burrowcrawler was a leather strap with a small pouch and a sheathed Dagger halfway along it. You break open the clasp to find it contains 20 Gold Crowns. You may take both the Dagger and the Crowns if you are able to.

  Feeling a little better now, you gather your Equipment together and push on eastwards into the forest.

  Turn to 157.

  320

  As you race across the open field towards the wood, a Kraan dives at you and claws your arm. Before you can fight back, it has flown off again, shrieking with cold malice.

  You enter the wood, but you have lost 2 ENDURANCE points.

  Turn to 264.

  321

  You walk for nearly an hour along the twisting river's edge. Beyond the next turn you can hear the faint noise of battle. You carefully climb a steep hillock to get a better view of the area.

  Turn to 273.

  322

  After what seems an eternity of struggling, you reach the peak of the steep hill. Behind you, above the canopy of trees, you can see the still smouldering remains of the monastery. To the north, a column of jet-black smoke rises high into the sky. Small orange tongues of flame flicker at its base. Your heart sinks as you realize that the port of Toran is ablaze.

  Suddenly, a piercing cry above warns you that a Kraan is about to attack. It is about thirty yards away and diving for the kill.

  If you are going to stand and fight it as it swoops down, turn to 17.

  If you are going to evade its attack and slide down the other side of the hill, away from the Kraan, turn to 89.

  323

  From the top of the tower you can see above the trees in all directions. Far to the north, a column of jet-black smoke rises high into the sky. Small orange tongues of flame flicker at its base. Your heart sinks as you realize that the port of Toran is ablaze. From the southwest, the wind carries the noise of battle. It is close; no more than five miles at most.

  On the floor of the watchtower is a large oblong box.

  If you wish to open this box, turn to 290.

  If you would prefer to descend the ladder and leave the tower, taking care to use only the good rungs, turn to 140.

  324

  You pull up your hood and drop down behind the rocks that litter the mouth of the cave. Holding your breath, you curl up into a tight ball, and completely cover yourself with your green cloak. Only a few minutes later the Giaks clamber over the rocky ledge outside, their evil yellow eyes furtively searching every crevice of the hillside.

  Then cursing in their strange tongue, they leave the ledge and start to climb towards the peak. You silently thank your old Masters for teaching you the Kai Discipline of Camouflage — it has probably saved your life on this occasion.

  If you wish to explore the cave, turn to 33.

  If you wish to leave and descend the hill in case the Giaks return, turn to 248.

  325

  Upon seeing you emerge from the woods, the Giak officer shouts ‘Ogot! Ogot!’ to his cowering troops, who flee the ruins and run to the safety of the forest.

  Shaking his mailed fist at you, the black-clad Giak screams, ‘RANEG ROGAG OK — ORGADAKA OKAK ROGAG GAJ!’ before leaving. Surveying the scene of battle, you count over fifteen Giak dead lying among the broken pillars of Raumas.

  The young wizard wipes his brow and walks towards you, his hand extended in friendship.

  Turn to 349.

  326

  You carefully insert the Key and turn it clockwise. You hear a dull click — the Key works. You lift out the pin, and the large granite door slowly swings towards you on hidden hinges. The grey half-light of the Graveyard floods into the tomb. The exit is overgrown with graveweed and you suffer many cuts to your face and arms as you fight your way through to the surface.

  Looking back, you see the tomb door slowly close and a cruel inhuman laugh seems to rise out of the very ground on which you stand. In blind panic, you race through the eerie necropolis towards the south gate.

  Turn to 61.

  327

  Within a few minutes, you can see the Kraan hovering over a hilltop behind you. At a quick count you can make out at least sixteen of these horrible creatures, each of which has at least two Giaks riding upon its back. They are armed with long spears and wear tall pointed helmets of dull bronze. You hear the excited grunts of the Giaks. They have spotted you.

  You jump for the entrance of the tunnel some twenty-five feet below, but your boot gets caught in a thorny briar and you hang helplessly upside down — weaponless and vulnerable. Fortunately for you the end is swift: As the first Giak lance pierces your heart, death is instantaneous.

  Your life and your mission end here.

  328

  As the creature die
s, its body slowly dissolves into a vile green liquid. You notice that the grass and plants beneath the smoking fluid are beginning to shrivel and die. But a large valuable looking Gem lies on the ground near to the decaying body.

  If you wish to take the Gem, turn to 76.

  If you would rather leave as quickly as possible, turn to 118.

  329

  As you descend the ridge towards the Graveyard of the Ancients, you are aware of a strange mist and cloud that swirls all around this grey and forbidding place, blocking the sun and keeping the Graveyard in perpetual gloom.

  A creeping chill seems to penetrate your very bones. Your horse becomes startled and no matter how you urge him on, he refuses to go any nearer to this dreadful place. So you must leave your horse and press on by foot.

  Turn to 284.

  330

  Fatigued by your exertions, you stop to rest for a few minutes at a fallen tree. You notice a large bundle, beneath the trunk.

  If you wish to examine the contents of the bundle, turn to 315.

  If you wish to leave it where it is and continue your mission, turn to 213.

  331

  Surrounded by thorny briars and closely packed roots, you see the entrance of a tunnel disappearing into the hillside beyond. It is approximately seven feet in height and just over ten feet wide. As you get closer, you can feel a slight breeze coming from the inky blackness. If the other end of this tunnel emerges on the far side of the hill, it could save you many hours of difficult climbing. But it could also harbour unknown danger.

  If you wish to enter the tunnel, turn to 170.

  If you would prefer to climb the hillside, turn to 280.

  332

  You walk for nearly ten minutes along a dark and winding corridor, and then start to climb a steep staircase to a small wooden door. The man presses a secret catch and the door opens. You enter a large, plushly decorated bedroom with a huge marble bath that takes up one corner of the room. The man suggests that you refresh yourself here whilst he seeks an audience with the King.

  You quickly bathe and change into some white robes that have been left out on a large marble table. Shortly, the man returns and leads you through a long corridor lined with exquisite tapestries. You finally arrive at a large door guarded by two soldiers wearing silver armour.

  You are about to meet the King.

  Turn to 350.

  333

  You have cut your way through the thick undergrowth for nearly half an hour when you hear the beat of wings high above the trees. Looking up you can just make out the shape of a Kraan approaching from the north. It is one of the monsters that attacked the monastery and on its back are two grey-skinned creatures armed with long spears.

  These are Mountain Giaks — evil servants of the Darklords, full of hatred and malice. Many centuries ago, their ancestors were used by the Darklords to build the infernal city of Helgedad, which lies in the volcanic wastelands beyond the Durncrag range of mountains. The construction of the city was long and torturous and only the strongest of the Giaks survived the heat and poisonous atmosphere of Helgedad.

  Hidden by the trees, you freeze, keeping absolutely still as the Kraan passes overhead and disappears towards the south. When you are sure that it has gone, you move off once again into the forest.

  Turn to 131.

  334

  As the stream vanishes up into the rocky hillside, you can see on the track above four soldiers and their officer. They wear the uniform of the King's army.

  Illustration XVIII—You can see on the track above four soldiers and their officer wearing the uniform of the King's army.

  If you wish to use the Kai Discipline of Sixth Sense, turn to 48.

  If you wish to use the Kai Discipline of Camouflage and wait for them to pass, turn to 73.

  If you wish to approach them, turn to 162.

  335

  As you approach, the black bird flies off above the trees and soon disappears from view. You search the tree on which it was perched but find nothing unusual. Rather than waste any more precious time, you continue off along the track.

  Turn to 121.

  336

  You rush into the clearing and take the Giaks completely by surprise. Without a moment's hesitation, you strike out at the one nearest to you. He is dead before his body hits the ground. The other Giaks unsheathe their curved swords and attack you. You must fight them one at a time.

  Giak 1: COMBAT SKILL 14 ENDURANCE 11

  Giak 2: COMBAT SKILL 13 ENDURANCE 11

  If you win, you free the ranger and turn to 117.

  337

  Just as you remove the ornate pin, a loud crack deafens you.

  Pick a number from the Random Number Table.

  If the number picked is 0–4, turn to 219.

  If the number is 5–9, turn to 317.

  338

  When you awake, you find yourself lying at the foot of a steep slope in a tangle of long grasses. Your Backpack and Weapons are missing and your head aches violently. You cannot tell how long you have been unconscious, but you realize that time is running out and you must press on. Standing up, you notice your Backpack and Weapon on the slope above. They must have broken free when you fell. You quickly retrieve them and move off into the trees ahead.

  Turn to 113.

  339

  You quickly sidestep just as a long dagger shatters the glass top of the counter. A swarthy youth is attacking you and you must fight him.

  Robber: COMBAT SKILL 13 ENDURANCE 20

  If you kill him within 4 rounds of Combat, turn to 94.

  If you are still fighting after 4 rounds of Combat, turn to 203.

  You may evade combat by escaping through the front door at any stage of the fight, by turning to 7.

  340

  You gallop forward to meet the oncoming Doomwolf and rider, your Weapon raised to strike. The Giak sees you and unsheathes his scimitar. You must fight both Giak and Doomwolf as one enemy.

  Giak + Doomwolf: COMBAT SKILL 14 ENDURANCE 24

  If you win the fight, turn to 193.

  341

  The guards do not believe your story and refuse to let you enter. Your escort disappears into the crowd and you are left alone to find your way in this confused city.

  Illustration XIX—The guards do not believe your story and refuse to let you enter.

  Shocked, and then dejected by such a rebuff, you are carried along by the crowds until you find yourself at the entrance to the Guildhall. It stands at one side of the Guild Bridge which crosses the River Eledil near where it joins the Holmgulf.

  If you wish to use the Kai Discipline of Tracking, turn to 310.

  If you wish to enter the Guildhall, turn to 210.

  If you wish to search for another route into the citadel, turn to 37.

  342

  As your voice echoes through the trees, the stranger slowly turns to face you. Your heart pounds and your blood freezes as you realize that the stranger is not human. It is a Vordak, a hideous lieutenant of the Darklords and one of the undead. A piercing scream fills your ears, and the creature raises a huge black mace above its head and charges at you. Frozen with horror, you can also feel the Vordak attacking you with the force of its mind.

  Deduct 2 points from your COMBAT SKILL unless you have the Kai Discipline of Mindshield. You must fight this creature. It is immune to Mindblast.

  Vordak: COMBAT SKILL 18 ENDURANCE 26

  If you win, turn to 123.

  343

  You are held by the mass of tangled branches and roots. Eventually you free your right hand, grab your weapon, and hack your way slowly through the foliage to the clearer forest beyond. Your cloak is torn in several places and your left arm is cut and badly bruised above the elbow.

  Lose 2 ENDURANCE points and turn to 213.

  344

  You are weak and dizzy. You can no longer feel your legs and they refuse to bear your weight. You try to crawl for the door but the robber jumps on you and pins you to
the ground.

  Turn to 60.

  345

  You pull up the hood of your green Kai cloak and hold your breath as the Kraan circles above. After a few minutes, you hear the frantic curses of the Giaks. The beating of Kraan wings fades, as they disappear towards the west. Your quick reactions have saved you from capture and likely death.

  You can now return to the track, by turning to 272.

  Or push on under cover of the trees. Turn to 19.

  346

  Lodged deep in the rib cage of the skeleton is a Spear. It is in good condition and you may take it if you wish and are able to.

  To leave the clearing, turn to 14.

  347

  The trees start to thin out, and just ahead you can make out the silhouette of an old log cabin beneath an oak tree. This hut seems to have been abandoned and there is little of apparent value left behind. Opening a small chest near the main door, you discover bunches of twigs that have been tied together with strong twine. One end of each bundle has been coated with pitch. They are Torches. Next to the chest are a Short Sword and a Tinderbox. You may take them and a Torch if you wish but make sure that you mark them on your Action Chart.3