Trail of the Wolf Read online

Page 15


  Turn to 307.

  258

  Before you can pull down the hood of your cloak to protect your eyes from the increasing fury of the dust storm, you are hit full in the face by a powerful blast of grit: lose 2 ENDURANCE points.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 15.

  If it is 5–9, turn to 159.

  259

  Your Kai Mastery enables you to find the correct pitch and quickly you transform the discordant note into a steady unwavering tone. The Kraan responds immediately to this sound; it aborts its deadly attack and flies once around the chamber before soaring towards the portals that encircle the high ceiling. You continue to hold the note until the Kraan pulls itself through an opening and disappears into the cloudy sky.

  Turn to 209.

  260

  Your third blow severs Xaol's corpse at the waist and the two halves tumble to the floor. For a few moments the sundered legs and the upper torso writhe blindly forwards with maniacal intent, but then the shade of Zorkaan abandons its crippled host and the two halves collapse and lie still. The funnel of dark vapour that is Zorkaan escapes into the upper reaches of the hall, where it disappears among the vaulted stone rafters. You scour the ceiling with all of your senses, yet you are no longer able to detect your adversary.

  You look to Lone Wolf and he holds your gaze; then he glances towards the crystal sphere and you sense that he is urging you to destroy it.

  If you possess a Bow and wish to use it, turn to 248.

  If you possess Magi-magic and wish to use it, turn to 347.

  If you possess Kai-alchemy and wish to use it, turn to 44.

  If you possess neither of these skills, nor a Bow, or if you choose not to use any of them, turn to 145.

  261

  The vile stench of this latrine hall is beginning to make you nauseous. Rather than make a second attempt to open the secret door, you decide instead to leave. Once outside, you lock the main door and wait a few moments until the coast is clear before hurrying towards the flight of stairs which ascend to the first-floor balcony.

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

  If your total score is now 6 or lower, turn to 91.

  If it is 7 or higher, turn to 256.

  262

  You push open the narrow door with your foot and enter an icy corridor that ascends by slope and stair to a bare, torchlit kitchen. This tiled chamber is poorly stocked, but you are able to gather up scraps of food sufficient for 2 Meals. Stacked upon a shelf above an iron door, you discover several earthenware storage jars that are filled with plant leaves and berries. Carefully you rest Lone Wolf down upon the kitchen table before examining the individual contents of these jars.

  If you possess Herbmastery, turn to 163.

  If you do not, turn to 79.

  263

  You wait until the avenue is clear before you leave the archway and hurry across to the iron door. There is no lock, so you push open the heavy portal with your shoulder and enter a dark hall beyond. The vast chamber is dominated by a circular stone plinth that occupies the middle of a floor strewn with dung and bones. The ceiling overhead is more than 100 feet high, and its upper level is encircled by open portals through which you can see the brooding clouds. You look around this gloomy chamber and notice an arched stairwell directly opposite the door by which you have entered. There is a sticky, unwholesome warmth about this place, and a stale smell that is redolent of rotting meat.

  If you possess Grand Pathsmanship, turn to 345.

  If you do not possess this Discipline, turn to 168.

  264

  To your horror, you see a Kraan come gliding down onto an exterior platform that runs around the perimeter of the observatory dome. Astride its scaly back is a skull-faced reptilian that is swathed in ragged, funereal robes. It leaps down from the saddled Kraan and, as it crouches on the windswept platform, it levels a rod of glowing crystal at the transparent dome. A flash of sparkling light erupts at the tip of this rod, and a section of the glass wall explodes into a million razor shards. Instinctively you shield your face with your forearm as the deadly splinters of glass come hurtling through the air towards you, driven by the force of the explosion and the gale-force winds that rage around the observatory tower.

  Illustration XVI—Suddenly a section of the glass wall explodes into a million razor shards.

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

  If your total score is now 3 or less, turn to 128.

  If it is 4–6, turn to 54.

  If it is 7 or higher, turn to 36.

  265

  You hack repeatedly at the sticky web and manage to cut yourself free, but you are not quick enough to avoid the spider's initial attack.

  Skryza: COMBAT SKILL 48 ENDURANCE 40

  Do not deduct any ENDURANCE points that your enemy may lose in the first round of this combat. Also, you must double any ENDURANCE points that you lose in the first round of combat only. If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate bonus gained from its unique properties.

  You may evade this fight after six rounds by turning to 21.

  If you win the combat, turn to 340.

  266

  As the last of the skeletal warriors crumbles beneath your crushing blows, you hear a rasping sound. Instinctively you turn and look towards the double doors, and to your surprise, you see that the dial of the combination lock is slowly rotating. It is as if some invisible hand is turning the dial, searching for the correct position that will cause the lock to open.

  To continue, turn to 105.

  267

  You step away from this door and cast your eye over the other two portals.

  If you wish to examine the left door, turn to 342.

  If you choose to investigate the right door, turn to 166.

  268

  Hurriedly you place an Arrow to your Bow and draw it back to your lips. One of the Drakkarim lunges forward and stabs at your head with his cutlass, but he is felled by your Arrow before his blade finds its target.

  As he falls to the floor clutching the Arrow embedded in his chest, his comrade attacks you from the side.

  Helkona Drakkar: COMBAT SKILL 25 ENDURANCE 30

  If you win this combat, turn to 28.

  269

  As you move to avoid the speeding missile, a massive force slams into your chest, and a sudden explosion of light obliterates your senses. The bolt from the Urgaroh's staff rips through your body, killing you instantly.

  Tragically, your life and your mission end here, upon the platform of the observatory tower of Gazad Helkona.

  270

  You intone the words of the Brotherhood Spell Levitation and immediately you feel yourself rising out of the dust. You are little more than ten feet above the ground when you recite the words of another spell Net and aim the palm of your right hand at a large boulder which is embedded in the gully wall. A gush of sticky fluid jets from your palm and hits this large rock, bringing you to a halt in mid-air. Quickly you pull yourself towards the boulder. As soon as your feet touch its smooth surface, you cancel both spells and stand upon it.

  The sides of the ravine are steep, but the rocks and boulders which pepper its surface make it easy for you to climb. Swiftly you ascend to the top of the gully where you take shelter from the wind behind a rocky knoll. As you settle yourself into a hollow beside a pillar of jagged stone, you are startled by a loud screeching caw that echoes in the dark skies above.

  Turn to 295.

  271

  You examine the copper lockplate and determine that its mortise lock can be picked, although you suspect that it will not be an easy task.

  If you wish to attempt to pick this lock, turn to 57.

  If you do not, turn to 189.

  272


  You snatch your Bow from your shoulder and an Arrow from your Quiver. Hurriedly you load, and the instant the bowstring touches your lips, you release the drawstring and send your feathered shaft whistling towards the Urgaroh's skull.

  Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, remember to add 3 to the number you have picked.

  If your total score is now 5 or lower, turn to 92.

  If it is 6 or higher, turn to 280.

  273

  You retrieve the Iron Key from your Backpack and insert it into the keyhole. It fits, but when you twist it, the brittle shank snaps off in the lock. Your misfortune is compounded when suddenly you hear gruff noises echoing from the tunnel behind. Anxiously you look over your shoulder and glimpse four Drakkarim in the distant mess hall. They are heavily armed and they are striding purposefully towards the tunnel. Galvanized into action by the shock of their appearance, you abandon the lock and resolve instead to attempt a leap across the open drawbridge.

  Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current ENDURANCE score is 25 or lower, deduct 2 from the number you have picked.

  If your total score is now 3 or lower, turn to 297.

  If it is 4–8, turn to 316.

  If it is 9 or higher, turn to 114.

  274

  You are struggling to unshoulder your Bow in the confines of the cage, when Lone Wolf turns his outstretched hands towards the speeding orb. He mouths the words of an Old Kingdom Spell and a sudden gust of wind deflects the deadly device away from the cage. With grim satisfaction, you watch as the orb and its trailing chain explode above a crowded avenue, showering flaming oil upon the heads of the Hammerland bandits who have gathered there to watch your dramatic escape.

  Turn to 5.

  275

  Your Magnakai Discipline of Curing eventually overcomes the powerful venom that has entered your bloodstream, and it reduces the swelling around the site of the wound. But recovery is a long and painful process and you are left weakened by this attack: lose 5 ENDURANCE points.

  If you have survived this attack, you can continue by turning to 330.

  276

  Despite the weight of his battle-armour, the Drakkar reacts swiftly and he blocks your missile. Your Arrow thuds into the rim of his shield, and you hear his comrades let out a triumphant cheer. Spurred on by his bravery, they increase their pace and rush up the stairs to support him.

  If you possess another Arrow and wish to fire again, turn to 98.

  If you do not have another Arrow, or if you should choose not to fire at the Drakkar again, turn instead to 216.

  277

  You draw an Arrow to your Bow and let fly at the swooping Kraan. The shaft drives deep into the creature's throat, and the sudden pain of the wound makes it abort its deadly attack. Cawing with agony and frustration, the wounded Kraan circles once around the chamber and then hurls itself upon you in a desperate, vengeful attack.

  Kraan (wounded): COMBAT SKILL 32 ENDURANCE 38

  If you win this combat, turn to 157.

  278

  Hurriedly you recite the words of the Brotherhood Spell Counterspell and point your right hand at the speeding bolt. There is a splash of sizzling sparks, and the deadly ball of energy evaporates within inches of your face.

  To continue, turn to 287.

  279

  You call upon your Magnakai Discipline of Animal Control in an attempt to deter the creature from attacking, but the giant spider resists your mental command and is angered by your psychic intrusion. With a frightening turn of speed, it comes scuttling towards your hiding place. You gasp in disbelief as you unsheathe your Kai Weapon and brace yourself to repel its swift, vengeful attack.

  Skryza: COMBAT SKILL 48 ENDURANCE 40

  If you possess the Kai Weapon ‘Kaistar’ you may add the appropriate bonus gained from its unique properties.

  You may evade this fight after five rounds by turning to 21.

  If you win the combat, turn to 340.

  280

  Your Arrow whistles through the air to strike the Urgaroh squarely between the eyes, and the force of the impact sends the creature somersaulting backwards to land in an untidy heap. You shoulder your Bow and unsheathe your Kai Weapon, and then you hurry across the platform towards the Urgaroh with the intention of dealing it a killing blow. The creature is howling in agony and writhing on the floor as it struggles to wrench the Arrow from its skull. As the shaft comes free, the Urgaroh emits a last, terrible shriek. Then spontaneously its body ignites and burns fiercely, giving off a choking black smoke.

  Above the noise of the wind that rushes through the shattered glass dome, you suddenly hear angry cries and the stomp of booted feet. The Drakkarim have regrouped and are storming the stairs once more, their numbers swelled by a score of Giaks and Hammerland bandits. Driven by instinct, you sheathe your Kai Weapon and pick up the Urgaroh's crystal rod which lies near your feet; then you turn and rush to the head of the stairs. You can feel the evil power that is held within the rod's slender shaft, but you are unsure how you may unleash it upon the enemy who are now racing up the stairs.

  If you possess Telegnosis, turn to 298.

  If you do not possess this Discipline, turn to 42.

  281

  You use your Magnakai power of Invisibility to contort your features so that your face takes on the hard and brutal countenance of a Drakkarim warrior. Then you raise the hood of your cloak and cover the Kai insignia that adorns its clasp. Boldly you stride towards the two bandits and they take a few uneasy steps backwards, fearing that you could be about to attack them.

  ‘Move that whining cur!’ you bark, cocking your thumb at their whimpering wolfhound, ‘or I'll report you both to Xaol, you incompetent dolts!’

  Your bold and convincing threat unnerves the two bandits, and they plead with you not to say anything to their master. Cringingly they apologize for their hound's behaviour and promptly they drag him away. ‘Bah! Stupid fools!’ you growl, as you watch them enter the tunnel that leads to the exterior platform. Then as soon as they disappear from view, you turn and hurry around the gallery to the staircase opposite.

  A short flight of iron steps ascends to a long, low-ceilinged hall. Its plastered walls are decorated with frescoes that depict enslaved humans, bedecked with chains and heads bowed in defeat, parading in a line before a triumphant group of Drakkarim warlords. At the far end of this hall you discover three identical doors recessed into the wall.

  If you possess Telegnosis, turn to 107.

  If you do not, turn to 174.

  282

  Lord Rimoah wishes you good luck as you step into the boarding cage in readiness to be winched up to the flying ship. Banedon is waiting on the stern deck to meet you and together you wave farewell to Rimoah as Cloud-dancer gets underway. Rapidly the monastery recedes from view as the ship ascends into the clouds and forges a course across the grey Durncrag Mountains. You retire with Banedon to his quarters where together you study his navigational charts. The Shezar Hills lie a thousand miles away on a southwesterly bearing, and Banedon anticipates your arrival there within twelve hours. During the voyage, Banedon recalls the year MS 5075 when he was abducted by Nadziranim sorcerers and imprisoned in the Darklord fortress of Kaag. Had it not been for Lone Wolf's brave and determined effort to save him, he would have surely perished there. Although anxious about Lone Wolf's abduction, Banedon is also grateful to have been given this chance to help you save his friend from a similar predicament. ‘The task you've undertaken will be difficult and dangerous,’ he says, ‘but I beseech you, Grand Master, not to forswear your vow to save your master.’ Readily you reassure Banedon of your iron resolve to rescue Lone Wolf, no matter what difficulties lie ahead.

  It is shortly before dusk when Cloud-dancer approaches its destination. This is a shallow valley at the northwestern edge of the Shezar Hills, close to its border with the petri
fied forest of Helkona. You heed the lookout's cry and go up on deck to observe the sullen landscape from the port rail. Meanwhile, Banedon takes command of the ship's helm in readiness for a landing. As the craft descends, you survey the surrounding deadlands with trepidation. To the west, beyond the barren hilltops, a dull orangey light glows amidst the dust-choked clouds, proclaiming the hour of sunset. There is a strong sulphurous smell, and the distant hiss and rumble of active volcanoes lend further menace to this bleak, inhospitable landscape.

  Banedon brings Cloud-dancer gently to earth where it settles into the smooth, dusty soil. As his crewmen busy themselves securing its anchorage, he helps you to disembark.

  ‘Godspeed and good fortune, Grand Master,’ he says, as you get ready to descend to the ground by ladder. ‘I shall await Lone Wolf's signal with optimism. Remember, when you have freed your master, he must speak to me telepathically. Only when I have received his mental command shall I approach Gazad Helkona. I will bring Cloud-dancer into the centre of the city-fortress and look for your signal. May Ishir protect you both.’

  You heed Banedon's words and bid him farewell before descending to the ground. Then, with a final wave, you turn and trek north across the barren valley floor. In the distance there is an undulating ridge of hills which lie between you and the petrified forest of Helkona. In order to reach your final destination, the fortress at the heart of this dead timberland, you must first traverse this range of hills. You stop for a few moments to observe the hills in the failing light and determine two places where you may be able to cross them. The first is a narrow gully that bisects the range, and the second is a winding, windswept trail that ascends to the peak.