The Darke Crusade Read online

Page 19

Ball of String

  Dagger

  Sword

  Bottle (empty)

  40 Kika (equivalent to 4 Gold Crowns)

  You are about to abandon the body when suddenly you notice something gleaming in the top of its left boot. It is a rod of silver, plain and unmarked, and little more than four inches in length. If you wish to keep this Silver Rod, mark it on your Action Chart as a Special Item which you carry in your pocket.

  Satisfied that you have overlooked nothing of worth, you turn your attention to clearing the rockfall which is blocking your escape from this landing.

  Turn to 18.

  300

  From the top of the shaft you look out across the sprawling ruins of Antah. You have emerged upon the flat roof of a mouldering stone crypt situated a few hundred yards from the tower by which you first entered the subterranean temple. A chill wind howls in the surrounding trees and overhead the darkening winter sky warns that night is fast approaching.

  The ruins are completely deserted. The undisturbed blanket of snow which lies thick upon the ground, hiding all tracks, sorely reminds you that fifteen precious days have elapsed since your internment. You think of Captain Prarg and wonder if he is still alive, and an empty feeling gnaws at your stomach when you pause to consider the fate which may have befallen him and his Lencian countrymen now that Magnaarn is in possession of the Doomstone. You are fearful, but you are not entirely without hope. Magnaarn believes you to be dead; it is a belief that you could use to your advantage. After all, by his own admission, did he not say that you were the only threat to his victory?

  Carefully you descend from the roof of the crypt and make your way through the forest to where, two weeks earlier, Magnaarn's Tukodak guards were encamped. In this clearing there are no visible remains of their campsite, but diligently you sift through the ankle-deep snow, looking for clues to where they may have gone.

  If you possess Grand Pathsmanship, turn to 173.

  If you do not possess this Discipline, turn to 320.

  301

  Pain knifes along your limbs but you draw upon your inner strength to control and lessen the agony of your wounds. Moments later your horse slams into the sentries and they are trampled mercilessly beneath its hooves. Then you are through the gap in the barricade and racing along the road beyond. You have passed successfully through the inner defensive line, but, as Prarg quickly points out, you have yet to reach the outer defences of Shugkona.

  Turn to 31.

  302

  The bird suddenly takes fright and flies away, cawing long and loud as hurriedly it disappears towards the northern horizon.

  Turn to 328.

  303

  Hurriedly you and Prarg fix the oars in place and row with all your strength, retracing your route all the way back to where the channel first divided. Once here, you slow your boat to a halt and take some time to reconsider your plans.

  Reluctantly you decide to navigate the left channel. Rather than run the risk of making any noise, you stow the oars and allow the stinking marsh wind to propel your boat along the channel, albeit at a far slower speed. Gradually you approach the cluster of huts and, as you pass before them, you see eight dwellings, each built of mud-daubed roots and thatched with rotting vegetation. They are empty but they have not been deserted. The shoreline is littered with bones, the remnants of past meals, and nearby is a crude wooden frame on which the skins of a snake and a lizard have been stretched out to dry.

  ‘It's a Ciquali camp,’ whispers Prarg nervously, his eyes scouring the surrounding waters for the slightest sign of movement. During your travels you have heard tales about the Ciquali, none of which are favourable. They are the bane of the Hellswamp — a breed of vicious amphibians, intelligent and cunning, with a taste for human flesh that makes them especially dangerous.

  ‘Our luck's good, Lone Wolf,’ says Prarg, as gradually the wind carries you beyond the huts. ‘The camp's empty — they must be away hunting. Perhaps it was they who were lying in wait for us along the other passage?’

  As soon as you lose sight of the settlement, you hoist the sail and catch the prevailing wind which propels you northwards along Dakushna's Channel. You are hungry, and unless you possess Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.

  To continue, turn to 322.

  304

  Your Sixth Sense tells you that the Green Key you have in your possession will open this door. Quickly you take it from your Backpack, insert it into the lock, and twist it counter-clockwise. There is a faint click; then the door creaks open to reveal a dark and desolate chamber, its brick walls dripping with evil-smelling grey slime.

  If you possess Grand Huntmastery, turn to 196.

  If you do not possess this Discipline, turn to 126.

  305

  When the coast is clear, you enter the stables and set a fire in the straw loft. Then, as you are leaving, you open each of the stalls so that the horses will be able to escape once the fire has taken hold. On returning to the alleyway you run to the rear of the armoury building and locate a window through which you can force an entry. It is shuttered and barred, but aided by your innate Kai skills, you are able to break it open. Unfortunately, the noise of your forced entry alerts the two Drakkarim who are on guard inside the building and, as you are squeezing through the narrow window, they attack you with their black-bladed swords.

  Armoury Guards: COMBAT SKILL 32 ENDURANCE 40

  Unless you possess the Discipline of Grand Pathsmanship, reduce your COMBAT SKILL by 3 for the first round of this combat.

  If you win this combat, turn to 166.

  306

  As you approach the opening at the base of the tower, your keen senses detect the repulsive aromas of greasy bristles and dung. At once you know that a war-hog pen lies beyond, and you can also detect that it is now empty.

  With weapon drawn you enter the enclosure, searching for a door that will allow you swift entry to the viewing tower above. There is a door, but it is locked and bolted from the other side. Rather than waste precious minutes trying to open this barred portal, you turn to leave. But as you are crossing the straw-strewn floor of the pen, you are brought to a halt when your eye falls upon an oiled leather whip which hangs from a peg on the wall. (If you wish to take this Boar Whip, record it as a Backpack Item on your Action Chart.)

  You leave the pen and rush around the side of the tower in time to see Captain Prarg emerging from the open door. Quickly he descends, sheathing his bloodied sword as he hurries down the steps to meet you.

  ‘That guard'll not be raising any alarms,’ he says, cocking his thumb behind him towards the tower door. ‘And they'll not be finding him too soon, neither.’

  You smile knowingly, and commend your guide for the swiftness of his action. Then Prarg points to an alleyway that lies sandwiched between two burnt-out hovels at the edge of town, and suggests you enter Shugkona that way.

  ‘Lead on, captain,’ you say, and follow as he hurries off towards the alley's shadowy entrance.

  Turn to 178.

  307

  To your surprise, you discover that the door is unlocked. You push it and it swings open to reveal an empty chamber. You detect a strong presence of evil lurking somewhere nearby and you warn Prarg of what you sense. Cautiously, the two of you leave this chamber by a passage which leads to a flight of black stone steps. You ascend the steps to a domed chamber which is sheathed with dull black stone. Heavy velvet hangings of ebony hue cover most of the walls, and all of the furnishings are upholstered with the same morbid cloth. The sensation of evil is stronger here, so strong that you feel as if you are slowly suffocating.

  ‘It's here … ’ you whisper, your hand reaching to your weapon, ‘the Doomstone. I can feel its presence!’

  Suddenly there is a movement away to your left and a blast of white-hot energy comes roaring towards your face. You dive aside in time to avoid it, but the bolt rebounds from the steel-hard wall and glances off the back o
f Prarg's head, knocking him unconscious.

  Turn to 161.

  308

  Using the Brotherhood Spell Sense Evil you scour the surrounding woodland and a powerful sensation alerts you to danger. It is not an immediate threat, yet you can feel the invisible waves of power which are radiating from its source. The power is strong, too strong to originate from Drakkarim or a hostile forest creature. You focus your senses in the direction of this power and at once you recognize its source: it is the Doomstone of Darke.

  ‘What's wrong, Sire?’ says Prarg.

  ‘It's the Doomstone,’ you reply quietly. ‘We're close … I can feel it.’

  Turn to 45.

  309

  Prarg is understandably happy to accept your offer to stand the first watch. While he settles himself down to sleep in the relative comfort of the boat, you pull your cloak about you and climb to the top of Bear Rock where you begin your lonely vigil. For hours you sit on this windswept boulder, staring out through a curtain of swirling snow at the surrounding timber-line. Despite your fatigue you stay alert and your iron discipline pays off when, shortly before midnight, you sense movement at the forest's edge. Then your super-keen Kai senses detect an animal scent on the cold air which you recognize immediately: it is Akataz.

  Turn to 163.

  310

  The tracks end at a wooden jetty which juts precariously into the deep, fast-flowing waters of the River Shug. Carefully you examine the ground around this landing area, and aided by your exceptional tracking skills, you make two important discoveries. You deduce that Magnaarn and his troops boarded a barge here and headed downstream towards Darke. Also, you discover that this area was used as a mustering place for a second, far larger unit of troops. Doomwolf droppings and a Giak tooth hint at the identity of these troops, but your suspicions are confirmed when you find a bronze belt buckle which is engraved with the symbol of a fortress and a full moon. It is the symbol of the old Darklord city-fortress of Kagorst. It confirms your fears that Magnaarn has at last persuaded Kagorst to join his cause.

  Illustration XVIII—You find a bronze belt buckle engraved with the symbol of a fortress and a full moon.

  You are tired after your long trek. Rather than attempt to go any further, you decide instead to rest here in one of the empty cabins overnight and continue your journey at dawn.

  Turn to 188.

  311

  You step away from the two dead Tukodak, sheathe your weapon, and then signal to Prarg that the coast is now clear. He emerges from the trees and hurries to your side. He praises your combat skill and then he helps you to hide the bodies of the two slain guards beneath some undergrowth in the surrounding ruins. Before you leave, a quick search of their packs and pockets reveals the following items:

  Enough food for 1 Meal

  Dagger

  2 Swords

  Bow

  4 Arrows

  If you wish to take and keep any of the above items, remember to adjust your Action Chart accordingly.

  To enter the unguarded tower, turn to 221.

  312

  You draw upon your mental powers and launch a blast of psychic energy at the three Drakkarim sentries. The effect is instantaneous. They begin to shake uncontrollably and all three drop their spears.15 Unable to move aside, you trample them into the ground as you gallop through the gap in the barricade and race along the road beyond. You have passed successfully through the inner defensive line, but as Prarg quickly points out, you have yet to reach the outer defences of Shugkona.

  Turn to 31.

  [15] It seems logical that you should deduct 1 ENDURANCE point due to this use of Kai-surge.

  313

  With some 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.

  314

  As the current carries you towards the stone bridge, you row against the river's flow in order to slow your final approach to the log barrier. There are Drakkarim on the bridge and the noise of a hard collision would be sure to attract their unwanted attention. The prow grazes the muddy river bank, slowing you further; then the boat comes to an abrupt halt as it bumps against the barrier. Quickly, you leap onto the line of logs and make your way towards the bank as swiftly as the treacherously icy surface will allow.

  A rickety flight of wooden steps ascends from the river to the top of the bridge. You climb them; then you crouch down and take cover behind the stone parapet. From here 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.

  A rutted road crosses the bridge and leads directly to the town gates. You observe Drakkarim on guard at the bridge, and at the gate, yet you sense something is wrong. The town is strangely quiet and it appears to be weakly protected; the Drakkarim garrison is 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. A wagon laden with straw crosses the bridge and pulls to a halt nearby. Wearily the driver gets down from his seat, curses his aching back, and then wanders off towards a nearby hovel, one of barely a dozen that are still standing outside the town's wall. While he is gone, you take the opportunity to climb into the cart and hide yourself beneath the foul-smelling straw. Soon you hear the driver's gruff voice and you feel the cart sway as he climbs back into his seat. There is the crack of a whip and, with a jolt, the cart trundles off towards the main gates.

  Turn to 222.

  315

  Through the open archway comes a Lencian soldier attired in the parade tunic and breeches of a Court Captain. He is unusually tall, but his most striking feature is his close-set eyes which are bright above his thin, hawk-like nose and bushy black moustache. At once you recognize this officer, for he is Captain Prarg. During the fighting at Cetza you and he led Prince Graygor's reserves in a decisive action that helped save the Eruan Guards and turn the tide of the battle in your favour.16

  ‘Well met, Sire!’ he says, with a smile, ‘ 'Tis an honour to have been chosen to guide you on your noble quest.’

  Turn to 80.

  [16] This description does not match the events described in The Dungeons of Torgar. If you had led the Prince's reserves to help save the Eruan Palace Guard, you would not have met Captain Prarg (see Section 284 and subsequent sections). What you did together with Prarg was gather scattered soldiers to help save the Lencian knights in their struggle at the bridge (see Section 163, Section 148, and subsequent sections).

  316

  The scout places two fingers to his lips and gives a long, warbling whistle. The sound makes the mercenaries turn and stare in your direction, and you hear one of them whistle twice in reply. Your scout then calls out a request that you be allowed to enter their camp. There is a long pause; then a heavily-accented voice replies:

  ‘Show yourselves.’

  Relief that you are human, and not Drakkarim, is displayed clearly on the faces of these League-landers when the four of you stand up and walk towards their camp. You receive a warm welcome from these soldiers of fortune, and two of them offer to escort you to their leader — Baron Maquin.

  Turn to 294.

  317

  You a
bandon the shelter of the bridge and work your way slowly along the ice-filled ditch to a point directly in front of the tower. Here you settle to observe the Drakkarim guards who are dutifully keeping watch over the eastern approaches to the town. All you can see of them is their brutal faces peering out of the horizontal slit which runs the full circumference of the tower. After a while, three of the four Drakkarim leave the tower by a staircase at the side. Only one remains, and you decide that now would be the best time to make your move, before the three return or before their replacements show up for duty.

  Prarg insists that he go first; he has crossed here once before and he knows a safe way through. The ground looks clear but there are concealed pits out there just waiting to snare the careless or unwary. You nod your agreement and, as soon as the guard turns his face away from the observation slit, Prarg makes his run. Crouching low, he half-runs, half-scampers across the clearing, keeping low and zigzagging as he weaves a safe path through the pits. It takes him thirty seconds to reach the base of the tower; then he slips around the side and takes cover beneath the steps before beckoning you to follow.

  You take a deep breath then launch yourself out into the open. With heart pounding you run towards the tower, following in Prarg's footsteps which are clearly visible in the snow. You are halfway across when suddenly the guard's face reappears at the observation slit. You pray your camouflage skills will keep you hidden for a few seconds longer, but then you see something that shakes your confidence. The guard raises a curious square of glass in front of his eyes, and at once you sense it possesses magical properties.