The Darke Crusade Page 18
If you decide to avoid the barrier, you can put ashore and continue on foot by turning to 231.
279
After what seems like an eternity, you reach the icy cold waters of the Gourneni and hurriedly launch your boat. Prarg scrambles over the stern, but as the aft drips beneath his weight, the rudder embeds itself in the mud and the boat is held fast.
‘Hurry Prarg! Break out the oars!’ you shout. ‘I'll push!’
The Gorodons are gaining ground; you can hear the rasping rush of their breathing as they close in for the kill. Desperately you press your shoulder to the stern timbers and push with all your might. There is a shudder; then suddenly the boat lurches forwards and you fall face first into the freezing water. You surface almost immediately and blink the muddy water from your eyes to see the boat drifting away towards the middle of the river. Prarg is leaning over the gunwale with his arms outstretched:
‘Quickly, Lone Wolf!’ he screams. ‘They're nearly upon you!’
Sensing that it would be quicker to swim than wade towards the boat, you bring your hands together in readiness to dive. But before you can launch yourself forwards, you feel something sharp graze your shoulders. An instant later, you are lifted out of the river and hurled backwards through the air to land, with a thick splash, in the mud at the water's edge. One of the Gorodons caught your cloak upon its bull-like horns and, with a flick of its powerful neck muscles, it has tossed you all the way back to the shoreline.
Cold, stunned, and covered with mud, you struggle to find your feet and unsheathe your weapon as the three Gorodons come lumbering through the shallows, eager to kill and consume.
If you possess Kai-surge and have reached the rank of Kai Grand Guardian or higher, turn to 190.
If you do not possess this Discipline, or if you have yet to reach this level of Kai rank, turn to 44.
280
The chilling echo of Magnaarn's voice is drowned by new sounds: the rattle of chains and the rumble of falling stone. You shout a warning to Prarg and he dives aside only just in time to avoid being crushed by a heavy portcullis. The great stone portal slams down, partitioning the passageway and separating you from the captain. The dust has barely settled when a section of the passage wall slides open behind Prarg, and a trio of Magnaarn's Tukodak bodyguards leap out and seize him. Your companion is unarmed and he is quickly and brutally overpowered. Anger floods your mind and you vow to get even with these cruel Drakkarim, but they are not impressed by your threat. They are aware of your exceptional skills yet they feel safe behind the portcullis. With a knife held to Prarg's throat they taunt you and dare you to retaliate.
If you have a Bow and wish to use it, turn to 170.
If you do not, or if you choose not to use it, turn to 34.
281
Suddenly the gentle buzzing becomes an angry drone. Then from out of the lowest nest comes a swarm of wasp-like insects, each as large as a clenched fist. Alerted by your body warmth, they hurtle down the shaft and gather in a menacing cloud around the opening. For a few moments they hover there, virtually motionless; then they begin to circle the ceiling, led by an insect whose vivid scarlet markings stand out in stark contrast to the black and yellow striped torsos of the others.
Illustration XVI—From out of the lowest nest comes a swarm of wasp-like insects, each as large as a clenched fist.
As the encircling swarm gathers speed, the lower section of their bodies begins to glow, illuminating needle-like stingers in their tails. You draw your weapon and get ready to defend yourself lest they should attack, but you are caught off-guard when suddenly the leading insects fire their stingers at you. Diving aside, you avoid being hit by this volley of venom-tipped needles, but as you scramble to your feet the remainder of the swarm break away and dive down to attack your unprotected back.
Antah Wasps: COMBAT SKILL 40 ENDURANCE 30
These insects are immune to all psychic attacks.
If you win the combat, turn to 120.
282
Using your Huntmastery skills, you identify and gather up a handful of edible roots, fungi, and berries from the forest floor which you then offer to Prarg. At first he thinks you are joking. Then, once you assure him that they are nutritious, he accepts this dubious selection and starts to eat.
‘Damn rabbit food,’ he mumbles, but you notice that he is careful not to waste a crumb. Meanwhile, you scan the surrounding forest, ever watchful for enemies. For the last hour you have had a growing suspicion that something has been watching you. Your senses detect the presence of a hostile enemy, closing from the east. Now the suspicion has become a sure belief, and the moment Prarg finishes his meal, you suggest that you be on your way as swiftly as possible.
Turn to 14.
283
Desperately you roll across the black stone floor to avoid the creature's initial attack. Your swift reactions save you from its razor claws, but it, too, possesses lightning reflexes. It leaps once more and you barely have enough time to unsheathe your weapon before it lands upon you and slams you to the ground.
Tarhdemon (polymorphed Nadziran): COMBAT SKILL 42 ENDURANCE 42
If you win this combat, turn to 66.
284
Shaken but unharmed, you wade out to the boat where Prarg helps you aboard.
‘That was too close for comfort,’ says Prarg, as he struggles to free the oars and set them in place.
‘You can count yourself lucky to have escaped with your life. The first time I navigated these channels I lost three good men in a Gorodon attack. Those beasts are the bane of this accursed place … yet, 'tis true to say, there are other creatures here that are far deadlier.’
Using the oars you soon reach the west bank where, once safely ashore, you encamp on a strip of frozen loam that overlooks a bleak expanse of marsh. Night has fallen and so, too, has the temperature. From the shelter of your upturned boat you cast your experienced eye across the darkening skies and see banks of cloud, heavy with snow, scudding the distant horizon. They are an unwelcome sight, the precursors to a winter storm.
Prarg volunteers to continue the first watch but, mindful that his need for rest is greater than yours, you insist that he gets some sleep. For four hours you sit and scan the bleak horizon, your mind filled with unanswered questions about the mission and the dangers you have yet to face. While you ponder what awaits you in the near future, you remain watchful and alert, your encounter on the east bank still vivid in your mind. Fortunately, the increasing cold dissuades the Hellswamp's inhabitants from leaving their lairs this night and your watch passes without incident.
Then the time comes for you to awaken Prarg. With a noticeable lack of enthusiasm he takes his turn while you settle yourself down to catch a few hours of much needed sleep.
Turn to 327.
285
Rising to the top of the stairs comes a lumbering hulk with hungry, scarlet eyes. The beast is covered with a vile fur which glistens in the eerie light of the landing, its long sinewy arms are outstretched, and in both of its huge hands there are chunks of dagger-like flint. Its distended belly skims the floor as it stalks closer, and a brown gluey saliva runs freely from its fanged lower jaw. With the rockfall preventing a hasty escape, you draw your weapon and steel yourself for combat with this nightmarish creature.
Tunnel Stalker: COMBAT SKILL 43 ENDURANCE 48
If you win this combat, turn to 91.
286
The few war-dogs that manage to survive the combat now slink away into the forest like frightened pups. Prarg, elated by the victory, is confident that they will not be back this night. You are not so sure, and as you turn to go back to the boat to catch some sleep, you warn him to remain vigilant whilst he is on guard.
Turn to 215.
287
The shield takes form and the arrow shatters against it. You hear gasps of astonishment from the Drakkarim, and more than one utters the word ‘Ziran’ — the Giak for ‘Wizard’. As you disappear rapidly downstream,
you see the renegades scrambling up the muddy bank in a desperate attempt to get away, having convinced themselves that they have just encountered a powerful sorcerer!
Your voyage continues without further incident until, later in the afternoon, you catch sight of a town on the horizon. You check your map and discover it to be Konozod, a fortified Drakkarim stronghold. As the river carries you closer, you magnify your vision and see that it is built upon the left bank of the Shug. A huge stone bridge spans the river, and beneath this you see that the waterway is blocked by a barrier of chained logs.
If you wish to allow your boat to drift towards this barrier, turn to 314.
If you decide to avoid the barrier, you can put ashore and continue on foot by turning to 231.
288
An agonizing pain lances through your body and the warm taste of blood fills your mouth. Then the terrible pain gives way to a terrifying numbness. For a moment the surrounding forest swims in and out of focus; then darkness engulfs you and you slip into a sleep from which you will never awaken.
Tragically, your life and your mission end here.
289
You unsheathe your weapon and warn Prarg to hold tight as you bear down on a collision course with the three Drakkarim sentries.
Pick a number from the Random Number Table. If you possess the Discipline of Grand Weaponmastery and have reached the Kai rank of Sun Knight, add 3 to the number you have picked.
If your total score is now 3 or less, turn to 209.
If it is 4–8, turn to 133.
If it is 9 or more, turn to 62.
290
You examine the circular lock with care and sense that it is protected by a powerful magical spell. Any attempt to pick this lock could prove fatal.
If you possess Kai-alchemy,14 turn to 207.
If you do not possess this Discipline, turn to 101.
[14] Since ‘any attempt to pick this lock could prove fatal’, you may elect to view this use of Kai-alchemy as optional rather than mandatory as the original text suggests.
291
The deadly bolts come screaming towards you and Captain Prarg with an unnerving accuracy that sends a cold spike of fear coursing down your spine. Impact is imminent.
If you possess Kai-alchemy and have reached the rank of Sun Knight, turn to 167.
If you do not possess this Discipline, or if you have yet to reach this rank, turn to 334.
292
You feel yourself awakening; all you wish for is to sleep. But your senses warn you that to fall asleep here could prove fatal. You know you must do something, and quickly, if you are to avoid unconsciousness.
If you possess some Oede or some Sabito, turn to 212.
If you possess neither of these substances, turn to 233.
293
The journey downstream is swift and easy. The icy river cuts a direct path across the frozen plain before it wends its way through an expanse of low, rolling hills, blackened and scarred by war. Ruined hovels smoulder on the horizon and scores of snow-covered corpses, human and otherwise, lie where they died in a running battle that has swept like wildfire across this land.
Shortly after midday, you see something in the distance that sets your nerves on edge. It is a group of figures, huddled together on the river bank. You magnify your vision and identify them to be Drakkarim, possibly deserters from Magnaarn's army, who are attempting to catch fish from the river.
If you wish to hide in the bottom of the boat and allow the current to carry you past them, turn to 108.
If you choose to row with the current, so that you will pass by these enemy soldiers as quickly as possible, turn to 69.
294
You and your scouts are taken to a lookout post on the banks of the river where you meet with Baron Maquin, the leader of this mercenary band. He is a tall man, clad from neck to toe in furs that are caked with frost. A battered silver helm hides much of his battle-scarred face, but you can see enough of his distinctly Ilionian features to know at once that he is a brave man, a man of honour. He regards you with a sceptical eye, having never before met a Sommlending lord, let alone one such as you. He questions you at length, and upon hearing your story, you sense that he is greatly impressed. In return he tells you briefly of how he and his men have come to find themselves here.
Illustration XVII—Baron Maquin, leader of the mercenary band, regards you with a sceptical eye.
‘This regiment is still loyal to King Sarnac,’ he says, proudly, ‘unlike the cowardly Stornlanders. They have broken their pact and now they fight 'gainst Lencia, alongside the enemy.’ The Baron spits at the ground in a show of contempt for these treacherous regiments. ‘My command has been left here to fight as a rear-guard. Our orders are to ambush any Drakkarim that may try to reach Darke by river. We believe there to be many enemy reinforcements at Konozod and our task is to prevent them from joining with Magnaarn.’
You remind the Baron that you have just come from Konozod and that it is virtually empty. There are no enemy reinforcements there. Respectfully you suggest that he and his men join with you in an attempt to reach Darke, where he could join once more with the Lencian army. He considers your suggestion, and after discussing it with his men, finally he agrees.
‘But first,’ he says, as he shakes your hand in friendship, ‘you must summon your men to my humble camp. It will soon be dark and it is much too dangerous to travel this river at night. You could be ambushed!’
Turn to 262.
295
As soon as the coast is clear, you leap from the ditch and sprint through a gap in the log wall. You are within a few yards of the cabin when suddenly you see two Drakkarim on horseback come galloping along a newly-laid forest track which leads to the encampment. You are in danger of being seen by them, so the moment you reach the cabin door you thrust it open and rush in.
Your sudden entrance startles a Drakkarim sergeant who is secretly sneaking a gulp of wine from his captain's private stock. The bristle-bearded soldier chokes on his mouthful of ruby-red claret when he hears the door open, but his fear soon turns to anger when he sees it is you, and not his commander, who is standing in the doorway. He spits out the wine and hurls the half-empty bottle at your head. You dodge this missile with ease, but it has served its purpose; it has bought the sergeant the time he needs to unsheathe his heavy-bladed sword. He sneers, and your heart skips a beat when you see him get ready to shout for help. You must silence him quickly or he will alert the entire camp to your presence.
If you possess Kai-alchemy, turn to 232.
If you do not possess this Grand Master Discipline, turn instead to 198.
296
Slowly you wander through the smouldering ruins but discover little that has survived the fire which, at its height, must have transformed this whole town into a blazing inferno. The charred bones and skulls of those who died in the battle are strewn everywhere, and no attempt has been made to gather and bury them. You are examining the twisted remains of an iron axe when suddenly you sense that someone is nearby. You can tell that they are weak and in pain.
Instinct leads you to the ruins of an inn, and as you enter what was once its front door, you stop to listen. You can hear someone breathing. You detect they are somewhere below ground and you call out to Captain Schera to come quickly.
‘What is it?’ he says, as he enters the ruined inn.
‘There's someone alive here,’ you reply. ‘They're somewhere beneath the floor.’
Schera helps you to lift away some charred beams and you discover a trapdoor. You pull it open and slowly descend a flight of stone steps leading down into a cold, dank cellar. The sound of breathing has stopped but your suspicions are soon confirmed. There is somebody here.
Turn to 197.
297
The creature utters a spine-chilling shriek as it comes bounding towards you, its sword-like teeth glinting in the wintry sun. You step back and draw your weapon just in time to defend yourself as it makes its fi
rst strike.
Mawtaw: COMBAT SKILL 38 ENDURANCE 50
This creature is immune to the effects of Mindblast and Psi-surge. If you choose to use Kai-surge, add only 1 point to your COMBAT SKILL.
If you possess Kai-alchemy and have reached the rank of Sun Knight, you may increase your COMBAT SKILL and ENDURANCE point scores by 5 each for the duration of this combat. At the end of combat, reduce your ENDURANCE score by 5 unless it causes your score to fall to zero or below, in which case you should reduce your ENDURANCE total to 1 point.
If you win this combat, turn to 24.
298
‘Heads!’ says Prarg.
You remove your hand to reveal the citadel of Holmgard stamped on the reverse side of the coin.
‘Never mind, Prarg,’ you say, trying hard not to sound too pleased with the way things have turned out. ‘The time'll soon pass. Wake me in four hours and I'll take over.’
Prarg gathers his weapons and equipment and, while you are settling yourself down to sleep in the relative comfort of the boat, he climbs to the top of Bear Rock to begin his cold and lonely vigil.
Turn to 250.
299
You search the dead guard's pockets and belt pouches, and discover the following items:
Bow
2 Arrows