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The Darke Crusade Page 15


  Shock soon turns to anger and you vow that you will do whatever you can to save these prisoners. Unseen, you slip from the rear of the cart and wait in the shadows until the chance comes for you to approach the fence and make contact with the Lencians.

  Turn to 150.

  223

  If you have reached the rank of Kai Grand Guardian or higher, turn to 127.

  If you have yet to reach this level of Kai Grand Mastership, turn to 204.

  224

  At first the ascent is easy, but as you approach the ledge you find that the chasm wall is dry and crumbly, making it very difficult for you to find safe purchase for your toes and fingers.

  Pick a number from the Random Number Table. If you have Grand Huntmastery, add 2 to the number you have picked. If your present Kai rank is Grand Guardian or higher, add 1.

  If your total score is now 4 or less, turn to 210.

  If it is 5 or more, turn to 98.

  225

  The sounds of the struggle cease abruptly and you hear gruff Drakkarim voices yelling and cursing in anger. A yellowy light flares up and grows brighter as it approaches the broken trapdoor. Then the face of a Drakkar appears, framed in the ragged hole, illuminated grotesquely by the guttering flames of a torch. The Drakkar thrusts the torch through the shattered door and peers into the cellar, his small piggy eyes probing into every corner. You keep completely still, and he fails to see you lying beneath the clutter of barrels and casks.

  The moment the face and the torch disappear, you prise yourself free and then scramble up onto an upright barrel in order to reach the trapdoor. Prarg and the Drakkarim are no longer in the alleyway, yet as you pull yourself through the gaping hole, you catch sight of them in the square beyond. The Drakkarim have captured Prarg; they have tied his hands and they are marching him along the west avenue towards the centre of the town, towards Magnaarn's headquarters.

  Turn to 149.

  226

  You land with a splash in the powdery snow and a sharp pain lances across your right shoulder blade. You have been grazed by an arrow, but fortunately, the wound is shallow: lose 3 ENDURANCE points.

  Turn to 141.

  227

  Having decided to follow Magnaarn's tracks, you are now faced with the unwelcome prospect of a tiring foot-slog through the Tozaz Forest, unless, of course, you can find some other means of speeding your journey. Using your Kai Mastery, you scan the surrounding woodland and send out a silent call for help A few minutes pass, and then a wild dog appears. He is soon joined by a handful of other creatures: a young grey-skinned boar, two feral snow-cats, and an ape-like Rhudun. Unfortunately, none are large or sturdy enough to carry you any great distance.

  Then, from out of the snow-laden undergrowth, bursts forth a wild stag. It is a magnificent animal, as large and as strong as any stallion. Subdued by your commands, it approaches and tilts its antlered head to allow you to climb upon its back. Obediently it responds as you steer it through the forest, heading westwards in the wake of Magnaarn's troops.

  Shortly after dusk you come to the banks of the River Shug, close by a small settlement of log huts which are grouped around a derelict ferry post. You dismount, and with a slap to its rump, you send the stag trotting back to its forest home. You watch him disappear towards the distant tree-line; then you turn back to the river and approach the huts on foot.

  Turn to 310.

  228

  The Arrow hits the creature squarely in the chest but its tip fails to penetrate the bone armour. With a shriek of anger and contempt, the Ciquali knocks Prarg aside and comes lumbering towards you with both claw-tipped hands outstretched. Swiftly you shoulder your Bow and unsheathe your weapon in readiness to repel this beast as it makes a desperate lunge for your throat.

  Ciquali Chieftain: COMBAT SKILL 34 ENDURANCE 32

  If you win this combat, turn to 185.

  229

  Suddenly a dozen razor-sharp sword blades lunge from out of the walls and come scything towards you at waist-height. You shout a warning to Prarg and push him to the floor, an action which saves his life, but in doing so it leaves you vulnerable to this trap. You try to twist aside but you are gashed across your stomach and lower back: lose 5 ENDURANCE points.

  The blades retract and lock back into the wall with a deadly slickness. You staunch your bleeding wounds and, when you are sure that this trap no longer poses a threat to your lives, you stagger to your feet and move forward to take a closer look at the door.

  Turn to 307.

  230

  As you ride along this road of frozen earth, the sky begins to darken ominously and the weather closes in. What begins as a light flurry of snow soon deteriorates into an icy squall which cuts through you like a knife. Your Magnakai skills protect you from the cold, but Captain Prarg is not so fortunate. He utters not a word of complaint but you can sense that he is in great discomfort. Moreover, your horse, already tired from the exertions of the escape, is greatly weakened by the icy winds. Eventually it can carry you no further and you are forced to halt and dismount.

  Your Kai senses warn you that enemy cavalry are in pursuit. You are a few miles ahead of them but their mounts are fresh and the distance between you is shrinking rapidly. You are about to suggest to Prarg that you abandon the horse altogether and seek shelter in the surrounding forest, when suddenly there is a lull in the storm and the falling snow thins out to reveal an unexpected sight.

  Illustration XII—Below you the forest road descends to a stone bridge which crosses a frozen stream.

  You have stopped near the crest of a hill. Below you the forest road descends to a stone bridge which crosses a frozen stream. A rough log cabin stands beside this bridge, and a thin trail of wood smoke rises from its crooked chimney indicating that it is occupied. At the rear you see stables and at once you sense the presence of horses.

  If you wish to approach the cabin and attempt to take a fresh mount from the stables, turn to 52.

  If you choose to abandon your exhausted horse and take to the forest on foot, turn to 319.

  231

  You steer the boat towards the river bank and as soon as the prow embeds itself in the mud, you disembark and make your way quickly towards two lines of ramshackle huts which are standing near the water's edge. A narrow alley separates these hovels, and it is from here that you observe the town's defences and try to assess how many Drakkarim are stationed within this stronghold.

  The town itself comprises a sorry collection of battle-damaged buildings, ringed by a perimeter wall of logs which is shored up in many places. Several long and bitter battles have been fought here over the past year, and everywhere you look the vivid scars of war are plain to see. The town is strangely quiet and it appears to be weakly protected. The Drakkarim garrison are few in number, and those that you have seen so far appear to be either young, old, or walking wounded.

  Night is beginning to draw in. The Drakkarim are lighting the torches which line the perimeter wall, and a change of guard is taking place at the main gate. You are considering leaving this town and continuing on your way towards Darke, when suddenly you see something which makes you change your mind.

  Turn to 50.

  232

  You utter the words of the Brotherhood Spell Silence and within the confines of the cabin all sound ceases. The Drakkarim sergeant screams for help, but to his amazement, he finds he has suddenly been struck dumb. You unsheathe your weapon and rush forward to strike him down, determined to finish him before the effects of the spell wear off.

  Drakkarim Sergeant: COMBAT SKILL 30 ENDURANCE 29

  Due to the surprise of your spell and the speed of your attack, ignore any ENDURANCE loss you may sustain in the first round of this combat.

  If you win the combat, turn to 53.

  233

  Fearful of what may happen if your stay in this chamber any longer, you retrace your steps and make your way swiftly to the place where you first emerged from the collapsed passage. You pau
se here to catch your breath; then you continue along the tunnel until, once more, you find yourself standing at the edge of the chasm. You scan this vast and dismal fissure, hoping to find a means of escape from this grim subterranean prison.

  If you possess Kai-alchemy, turn to 340.

  If you do not possess this Discipline, turn to 138.

  234

  An ominous noise comes rolling across the plain from the city of Darke, a thunderous boom that shakes the very ground on which you lie. You look towards the city and see that the battle is growing ever fiercer. But now there is a new and sinister aspect. Flickerings of magical fire can be seen dancing along battlements, engulfing friend and foe alike. You sense that it is the work of Magnaarn; he and his Nadziranim allies are responsible for this.

  Then, through the smoke of battle, you see a Lencian flag flying proudly amidst the carnage that is taking place on the coastal plain to the south of the city. Here, King Sarnac's crusaders have turned an enemy flank and are storming its weakened centre. Maquin and Schera see the flag and, encouraged by the cheers of their own men, they decide to march at once in support of the crusaders' brave attack.

  You wish them both good fortune, for you know the time has come to part company with these brave men. Their destiny awaits them on the field of battle; yours will be found inside the city of Darke itself where, if you are to fulfil your quest, you must confront Warlord Magnaarn.

  You bid them farewell and watch as they lead their men in a marching column along the river road towards the field of battle. When they are a mile distant, you set off alone across the plain towards the hamlet, which lies en route to the gates of Darke.

  Turn to 154.

  235

  The boat glides silently through the dark, syrupy water and within minutes the huts are lost to sight. Unlike the smooth muddy banks of Dakushna's Channel, the shores of this newly-formed passage comprise a tangle of exposed roots and rotting vegetation. A foul-smelling mist clings to these torn roots, exuding a corpse-like chill that, despite your Kai skills, makes you shiver involuntarily.

  You have been following this unwelcoming canal for nearly a mile when it starts to meander towards the east, and soon you are brought to a halt when an unexpected obstruction looms into view. A matted raft of floating, frost-covered weeds has become ensnared upon the right bank, partially blocking the way ahead.

  You are observing the raft, looking for a way to steer around it, when suddenly your senses alert you to a hidden danger.

  If you possess Kai-alchemy, turn to 104.

  If you do not possess this Grand Master Discipline, turn to 47.

  236

  Captain Schera musters his men, and posts lookouts around the town wall as a precaution in case the Drakkarim return during the night with reinforcements. He then oversees the care of the sick and wounded. You are impressed by his devotion to the men under his command and, once his duties are completed, you return with him to the armoury to formulate a plan of action. It is decided that it is too dangerous to remain here and you agree that you should leave at first light. Schera says there are sufficient boats to transport everyone downriver to Darke, but there is a risk that you could run foul of Magnaarn's troops. However, he is determined to rejoin his army. If the Lencians are still resisting Magnaarn, then he reasons that the city of Darke is where the battle is most likely to be taking place.

  Before you settle down to sleep, one of Schera's men brings you some food and ale: restore 3 ENDURANCE points.

  To continue, turn to 23.

  237

  You land with a jolt, crashing down upon a stack of ale barrels which topple and fall, pinning you beneath them: lose 3 ENDURANCE points.

  Stunned by the fall, and with blood trickling into your eyes from a gash on your forehead, at first you feel totally unable to move. Then you hear sounds that immediately stir you into action. In the alleyway above, you hear the sounds of a struggle taking place: the Drakkarim have found Prarg and they are attempting to overpower him by force.

  Turn to 225.

  238

  You draw your weapon and attack the ice. Time is fast running out for your trapped companion; you have but a few seconds in which to reach him or he will surely drown.

  Pick a number from the Random Number Table.

  If the weapon you are using is a Special Item, add 2 to the number you have picked. If it is a Mace, a Warhammer, an Axe, or a Broadsword, add 1. If it is a Dagger, a Quarterstaff, or a Short Sword, deduct 1. The weapon bonuses are cumulative (e.g. the Dagger of Vashna, which is a Dagger and a Special Item, will confer a bonus of +1: 2 − 1).

  If your total score is now 4 or less, turn to 139.

  If it is 5 or more, turn to 3.

  239

  Many hours pass before you regain consciousness, and although your terrible ordeal has left you physically weakened, your mind is still as sharp and resolute as ever. You are determined to find a route to the surface and continue your quest, for even though Magnaarn now has Captain Prarg and the Doomstone of Darke, there may yet be a way you can defeat him. Before he entombed you in the passage he admitted that you alone posed a threat to his quest for victory over Lencia. Now that he thinks you dead and buried, you feel sure you can turn this to your advantage.

  You stagger to your feet and peer along the gloomy passageway in either direction, east and west. You are anxious to pursue a route that will lead you quickly to the surface, and when you detect cold, damp air wafting from the west, you hurry this way. But you are soon disappointed. The passageway ends abruptly at the edge of a vast chasm, formed by the same destructive powers which buried you alive. At the bottom of this great fissure is a river of black water, and high above, you glimpse a few rays of winter daylight filtering through a tiny rent in the darkness. It looks so far distant that you abandon any thought of reaching it from here and return along the passageway.

  A few hundred yards beyond where you emerged, you discover an octagonal chamber that is bathed by an eerie green light. This light is emitted by fungi which blanket the walls and ceiling and illuminate a strange circular door that has an octagonal lock. You have been in the chamber for no more than a few seconds when your senses detect something is wrong. Invisible fumes are rising from the fungi, which, in your weakened state, are making you feel dizzy and nauseous.

  If you possess Grand Nexus, turn to 109.

  If you do not possess this skill, turn to 292.

  240

  You stand directly below the shaft and focus your Kai power on the basket-sized nests that are fixed along its walls. The incessant buzzing grows steadily louder; then several lines of large wasp-like insects emerge from the nests and escape towards the sky at the top of the shaft, driven away by your mental command.

  When you feel sure that the nests are empty, you reach up and take a grip of the rough brick which lines the shaft. It offers good purchase for your fingers and toes, enabling you to climb past the nests and reach the top of the shaft in a matter of minutes.

  Turn to 300.

  241

  You draw an Arrow, and then you peep around the corner and fire at the advancing Death Knight. Your shaft hits him in the middle of his chest and knocks him flat on his back. He is fatally wounded but, incredibly, he finds the strength to reach for a horn which is strung around his neck. In his dying moments he is trying to summon help.

  If you wish to fire a second Arrow at the Death Knight, turn to 321.

  If you do not wish to fire again, turn to 15.

  242

  Your burst of psychic energy penetrates the war-dog's mind, causing it to shriek with pain and fear. Immediately the others halt in their tracks, visibly shaken by the horrible cries of their leader, but their hesitation is short-lived. Their hunger is so great that, despite the fearsome howls of their pack master, they ignore his plight and continue their advance upon you and Captain Prarg.

  If you possess Kai-alchemy and wish to use it, turn to 339.

  If you do not pos
sess this Grand Master Discipline, or if you choose not to use it, turn instead to 32.

  243

  At last you strike the killing blow that sends this evil amphibian spiralling down to the bottom of the frigid lake. Once free of its grip, you take hold of Prarg's tunic and pull him towards the jagged hole in the ice. Then, with great difficulty, you climb out of the water and haul your unconscious companion to safety. His skin is deep violet, he is barely breathing, and his entire body is shaking uncontrollably. Using your healing skills, you transmit some of your body warmth through your hands to his chest and face and, within a few minutes, he comes out of his state of shock as his body returns to its normal temperature. Your prompt action has saved his life, but it has also drained you of 5 ENDURANCE points.

  Make the necessary adjustments to your Action Chart and turn to 157.

  244

  You leap down upon the unsuspecting lancer, but you have judged the jump badly and you only glance his shoulder before you hit the ground. Stunned by the fall, you react slowly when the Drakkar unholsters his lance and tries to impale you upon its steel tip.