Shadow on the Sand Read online
Page 14
Then, as you enter, you catch sight of a rough stone throne, facing the wall on the far side of the chamber. Behind you, the stone door slides shut with unnerving speed.
Turn to 289.
299
The Vordak removes a bony hand, drenched in blood, from the Itikar's back and claws at a black iron mace hanging from its belt. It raises the weapon and lunges at your head. It is impossible to evade its attack; you must fight the creature to the death.
Vordak: COMBAT SKILL 17 ENDURANCE 25
Unless you have the Kai Discipline of Mindshield, deduct 2 points from your COMBAT SKILL for the duration of this fight, for the Vordak is attacking you with its Mindforce. It is immune to Mindblast.
If you win the fight, turn to 203.
300
You wake shortly after dawn to the sound of snoring dwarves and the low hum of the Skyrider. Gathering your equipment, you climb on deck to find everything in shadow, for the Skyrider is hovering beneath a massive outcrop of sandstone that juts out from the side of a mountain, thousands of feet above the valley floor below. Banedon stands at the helm, but he is no longer in a trance.
‘Kraan-riders,’ he says, pointing to the sun-bleached valley beyond the shadows. ‘They arrived with the dawn.’
You stare out across this alien landscape, a mountain valley filled with pillars of massive and precariously balanced boulders. The Vassagonians call this place the Koos — ‘the needles’. The rocky columns reach so high into the sky that an avalanche seems unavoidable. Perched upon two of the columns are Kraan, their Drakkarim riders scouring the valley with telescopes. An hour passes before they take to the air and disappear.
‘Trim the boom-sail, Bo'sun Nolrim,’ orders Banedon, his voice barely audible above the increasing hum of the Skyrider. ‘We've a fast run ahead.’
If you possess a Black Crystal Cube, turn to 229.
If you do not have this Special Item, turn to 247.
301
Using the bands of iron as footholds, you clamber to the top of the door. Long spikes protrude from the timber crossbar, each coated with an oily black tar. Just as you are stepping over the spikes, the guards fire their crossbows.
Pick a number from the Random Number Table. If you have reached the Kai rank of Guardian or higher, subtract 2 from the number you have picked. If you have the Kai Discipline of Hunting, subtract 1 from this number.
If your total score is 4 or less, turn to 363.
If your score is 5–9, turn to 259.
302
Banedon takes over the helm as his extraordinary ship, the Skyrider, as the dwarves call it, speeds through the gathering darkness towards the Dahir Pass. Visibility diminishes with each passing minute until, finally, you can see no further than the outriggers. You feel uneasy; if the Skyrider veers but a fraction off course, you will be smashed to pieces against the mountainside.
‘Do not worry, Lone Wolf,’ says Nolrim, the dwarf with the velvet satchel. ‘The captain will see us through.’
Banedon stands with his hand resting lightly on the glowing crystal, relaxed as if in a trance. His eyes are closed and a crackle of energy, like fine white lightning, traces an intricate pattern over his forehead and temples.
The dwarf leads you to the cabin at the rear of the craft where the crew are excitedly recounting their victory over the Kraan-riders. They are seated about a table cluttered with plates of steaming food and jugs of foaming ale. The rich smell of spiced meat and Bor-brew fills your nostrils, reminding you of how ravenously hungry you are.
You make short work of the meat and marrow placed before you. Restore 3 ENDURANCE points. However, you are unsure about accepting a jug of ale; Bor-brew is so strong that in many cities of Magnamund it has been banned for fear of the havoc it can cause.
If you wish to accept a jug of the notorious ale, turn to 392.
If you decide to decline the offer, turn to 283.
303
With speed and stealth you approach the sentry from behind and silence him for good with a sharp twist of the neck. You drag the body away and cover it with a wheelbarrow before entering the Tomb.
Turn to 395.
304
The Vordak collapses at your feet, but before you can escape, you are surrounded by Drakkarim. A silence fills the arboretum; all is deathly quiet. You prepare to cut your way out, but more of the evil warriors appear. You shiver with a chill of fear — the Drakkarim reinforcements are armed with heavy bronze crossbows.
As you shout your battle-cry ‘For Sommerlund!’ you are hit by a volley of poison-tipped bolts, which hurl you backwards to the soft earth. The last sound you hear as your life's blood drains away into the soil is the hideous gloating laughter of Darklord Haakon, rising above the ghoulish howl of his Drakkarim.
Your life and the hopes of Sommerlund end here.
305
Tying one end of the rope to the parapet rail, you drop the other end over the side and glissade down the tower. You have reached halfway when you see two Drakkarim above you, sawing at the knot. Suddenly, the rope snaps and you plummet into the void.
Pick a number from the Random Number Table.
If the number you have picked is 0–2, turn to 293.
If it is 3–9, turn to 234.
306
‘Hold tight, Lone Wolf,’ shouts Banedon, as he regains control of the glowing crystal helm. You obey and grasp the parapet rail, bracing your feet against a deck cleat for safety, for you have guessed what manoeuvre the young wizard is about to perform.
Illustration XVIII—‘Pirate roll!’ he shouts to the fighting dwarves.
‘Pirate roll!’ he shouts to his fighting dwarves, and jerks the helm to the left. The Skyrider responds to his touch, swerving violently as the deck swings from a horizontal to a near-vertical angle. The dwarves heed his cry and throw themselves to the deck, clutching the boards like limpets to a galleon's keel.
The Drakkarim are caught off-balance and hurtle over the decks and outriggers, tumbling into the void. Banedon rights the craft and a victory cheer resounds across the decks as you speed away from the Koos. ‘Blood for blood!’
Turn to 247.
307
‘Yes, yes. I am Soushilla,’ she replies.
‘Do you know where we can find Tipasa the wanderer?’ asks Banedon.
The old crone does not reply, she merely holds out her begging bowl in expectation. Banedon loses another crown before she answers his question.
Turn to 314.
308
It can take many years for a rider to tame an Itikar, for by nature they are wild and malicious creatures. You use your Kai skill to communicate with the giant bird, to assure it that you mean no harm. It fixes you with a cold, black stare, but you sense that it is no longer hostile.
As you settle in its wide saddle, you catch sight of the Drakkarim as they stream across the gangplank. Quickly you lean forward, unhook the anchor rope from the saddle ring and grab the thick leather reins.
Turn to 343.
309
As you enter the stables, you are overpowered by the smell of the douggas. You grit your teeth and cover your nose with your robe. A small boy sniggers at your reaction and says, ‘You're not Ikareshi — I can tell.’ He mimics your grimace, exposing a line of broken teeth.
‘Do you know where Tipasa the Wanderer lives?’ asks Banedon, holding up a silver ring. The boy's eyes nearly pop out of his head at the sight of the gleaming silver.
‘Oh yes, yes, yes, I do indeed,’ he stammers in his excitement. ‘Walk up the street and take the first passage on your left. The old wanderer lives at the house with the blue door.’
Banedon flicks the ring into the air and the urchin catches it in his grubby hands. You hurry away from the stables and begin to search for the passageway. Just as you find it, you hear the young boy shriek with disappointment; the ring has just dissolved on his finger. At the end of the rubbish-strewn alley you find the house with the blue door.
Turn
to 206.
310
As you climb over the lifeless bodies, you notice a Copper Key on a chain around one of their necks. Grabbing the Key, you slip it into your pocket, and race down the steps towards a dim light below. Mark the Copper Key on your Action Chart as a Special Item.
A small fire, over which is roasting a chicken on a spit, illuminates a guardroom at the base of the tower. On the back of a wrought-iron chair hangs a Canteen of Water, and lying beside it is a razor-sharp Broadsword. You may take either of these items if you wish, and mark them on your Action Chart (the Canteen is a Backpack Item).
You hear the Drakkarim rushing down the tower stairs. They will soon be upon you.
If you wish to leave the tower by a door in the north wall, turn to 246.
If you wish to prepare yourself for combat and wait for the Drakkarim to appear, turn to 231.
311
You raise your golden sword just in time to deflect the bolt of raw energy. It screams from your blade and explodes into the chamber wall, gouging a hole several feet deep in the steel-hard rock. The impact jars the Sommerswerd from your hand; the blade arcs through the dust-choked air and embeds itself, upright, in the stone floor. You roll across the floor and take cover behind a pillar.
‘Your doom, Kai Lord,’ spits Haakon, ‘is but seconds away.’
If you wish to retrieve the Sommerswerd, turn to 278.
If you wish to try to move to a new hiding place, under cover of the swirling dust, turn to 350.
If you wish to stay where you are, turn to 230.
312
The dwarves are clearing the deck of battle debris. A dead Drakkar lies sprawled face down across a pile of chests and sacks roped beneath the boom-sail. As the dwarves grab his legs to cast him over the side he suddenly springs to life, sending the dwarves tumbling in all directions. He screams like a fiend, his black axe cutting a wide arc around his blood-smeared body. A curse, vile and evil, echoes from his death-mask as he draws back the axe to throw. His target is you.
If you have the Kai Discipline of Hunting or Sixth Sense, turn to 210.
If you have neither of these skills, pick a number from the Random Number Table.
If the number you of picked is 0–4, turn to 354.
If it is 5–8, turn to 371.
If it is 9, turn to 232.
313
Below the bell-tower you see a line of Itikar pens, each with its own circular landing platform. Itikar are a breed of huge black birds that nest in eyries high in the peaks of the Dahir and Vakar Mountains. The Vassagonians have long since tamed these giants of the skies, using them as winged mounts for their army leaders, their scouts, couriers, and envoys.
An Itikar and rider swoop down out of the reddening sky and alight upon the platform nearest to the bell-tower. Slaves hurl a rope to the rider, who in turn fixes it to a saddle ring before he jumps to the ground. The Itikar caws and beats its huge wings as it is slowly winched into the pen by a hidden capstan.
The rider and the slaves leave the platform; there is now only one sentry on guard at the pen. If you can overpower him, you can make your escape on the back of the giant bird.
If you possess a Blowpipe and Sleep Dart, turn to 325.
If you do not have these items, turn to 282.
314
‘Tipasa can be found at the main square — he is always there at this time of day,’ says the woman cringingly, her face creased into an exaggerated smile.
If you have the Kai Discipline of Sixth Sense, turn to 358.
If you do not possess this skill, turn to 263.
315
As you unsheathe the Sommerswerd, a vivid golden flame shoots along the blade. The Vordak shrieks in terror, its blood-drenched bony fingers clawing at a black iron mace that hangs from its belt. It raises the mace to parry your blow, but the sun-sword shears through the iron, a splash of blue flame erupting in its wake. You strike again, curving the golden blade in a great arc. It bites into the Vordak's neck, tearing through its unnatural body, and severing it diagonally from collarbone to hip. A sickening acidic smell chokes your throat as a fountain of green slime erupts from beneath the red robe. The Vordak crumples and topples from view, its dissolving corpse hissing as its spirals towards Lake Inrahim.
Sheathing your sword, you grab the reins and fight to control your injured mount. You have slain the Vordak but the battle is not yet won. The Itikar is losing a lot of blood; it could become unconscious at any moment and drop like a stone.
Suddenly you spot something in the distance. It is a sight that renews your faith in miracles.
Turn to 221.
316
You stagger to your feet to see the Skyrider being engulfed by Drakkarim; they leap from their shrieking Kraan and crash onto the decks and outriggers, their black swords already drawn from their scabbards. The dwarves are caught by surprise; their weapons have been unloaded and stored below deck. Even so, they are quick to rally and fight with skill and fury. Above the din you hear Nolrim's joyous battle-cry, ‘Blood for blood!’
An unexpected blow catches you squarely on the back, knocking you from the platform to the deck below. You have risen to one knee when your assailant attacks again. You cannot evade him.
Drakkar: COMBAT SKILL 18 ENDURANCE 26
Due to the surprise of the attack, reduce your COMBAT SKILL by 2 for the first 3 rounds of combat.
If you win the combat, turn to 333.
317
The blood is pounding in your ears as you bound up the marble steps. Twenty feet ahead of you, there is a landing with a stone door set into the wall. The stairs continue to ascend to a parapeted walkway, at the end of which is another stone door, identical to the first. Suddenly, the door on the first landing swings open and a palace guard wheels round to face you.
‘Majhan!’ he cries, fumbling for the hilt of his sword.
If you wish to attack the guard before he draws his weapon, turn to 338.
If you wish to barge him aside and continue climbing the stairs, turn to 372.
318
‘Ah, Tipasa,’ he replies thoughtfully. ‘He lives near the Dougga Market, but exactly where his home is I am not sure … I haven't seen old Tipasa for years. If you should find him, remind him of Khamsin the Goatherd. He still owes me twelve Crowns — that I have not forgotten.’ You thank the goatherd for his help and bid him farewell before continuing your trek to Ikaresh.
Turn to 272.
319
The Onyx Medallion is beginning to glow and vibrate in your pocket. This Special Item, torn from the armour of a renegade Vassagonian captain during the battle of Ruanon, enables you to communicate with the Itikar. You reassure it that you mean no harm. Itikar are by nature wild and malicious creatures, but the power of the Onyx Medallion tames this natural instinct, subduing them to the wearer's command.
As you settle in the wide saddle, you catch sight of the Drakkarim streaming across the gangplank. Quickly, you lean forward, unhook the Itikar's anchor rope from the saddle ring and grab the thick leather reins.
Turn to 343.
320
Dawn is breaking on the horizon of a low hill, blurred and dotted with small tufted trees. Swiftly the Skyrider has voyaged through the night to arrive at the foothills of the Koneshi Mountains, in whose folds the skyship is safely tucked away from watchful eyes. Twenty-five miles to the north, across a landscape of barren rock and dry brush, lies the Tomb of the Majhan.
You and Banedon set off before the dawn, anxious not to waste either time or the protective cover of darkness. Now, as the great golden disc of the sun rises in the sky, for the first time you can see your goal. A massive excavation has exposed the heart of this scorched land, delving deep around the tombs of its forgotten ancestors. Thousands of Giaks, spiteful and malicious servants of the Darklords, labour unceasingly to remove rock and sand from this quarry, forced by Drakkarim to drag their backbreaking loads up ramps to the rim of the crater.
Close to the ed
ge of the crater, an encampment of black tents surrounds a large domed canopy. Lying in the shade of this construction is a huge flying creature — an Imperial Zlanbeast. Its presence here can only mean one thing: Darklord Haakon has arrived. The thought chills your blood, but you draw comfort from the labour of his slaves. That they continue to labour is a sign that their mission has yet to be completed: the Book of the Magnakai has yet to be found.
It is impossible to approach the crater unseen; you will have to wait for darkness before you attempt to enter the Tomb. During the long wait, it is agreed that Banedon should attempt to find Tipasa. It is likely that he is being held captive inside the encampment — the Darklords would be unlikely to kill him before discovering the treasure they seek.
During the day, you must eat a Meal or lose 3 ENDURANCE points. (You may not use Hunting if required to eat a Meal in the middle of this wasteland.) Make the necessary adjustments to your Action Chart.
Turn to 286.
321
You place the Oede herb upon the stone bridge and step back. At first the vaxeler is suspicious and frightened — nobody has dared to enter his cave for many years. But when he recognizes the golden leaves of the Oede herb, he breaks down, weeping tears of joy.
‘May the Majhan bless you — may you live in eternal peace,’ he cries, his feeble voice brimming over with emotion. ‘How can I ever repay this kindness?’