The Dungeons of Torgar Page 3
Curing
Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.
Huntmastery
Primates with this skill have a greatly increased agility and are able to climb without the use of climbing aids, such as ropes, etc.
Psi-surge
Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.
Nexus
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.
Tutelary
Weaponmastery
Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a weapon, Tutelaries lose only 2 points from their COMBAT SKILL, instead of the usual 4 points.
Invisibility
Tutelaries are able to increase the effectiveness of their skill when hiding from an enemy by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.
Pathsmanship
Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.
Psi-screen
Tutelaries with this skill develop mental defences against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.
Divination
Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities. However, this improved Discipline can be negated if the creature or object is shielded from detection.
Principalin
Animal Control
Principalins with this skill are able to call on a woodland animal (if nearby) to aid them, either in combat, or to act as a messenger or guide. The number of animals that can be summoned increases as a Kai Master rises in rank.
Invisibility
Principalins are able to mask any sounds made by their movements while using this skill.
Huntmastery
Principalins with this Magnakai Discipline are able to intensify their eyesight at will, giving them telescopic vision.
Psi-surge
Principalins using this skill in combat are able to confuse an enemy by planting seeds of doubt in its mind. The effectiveness of this ability increases as a Kai Master rises in rank.
Nexus
Principalins with this ability can extinguish fires by force of will alone. The size of the fire, and the number that can be extinguished using Nexus increases as a Kai Master rises in rank.
Mentora
Weaponmastery
Mentoras skilled in Weaponmastery are more accurate when using all missile weapons, whether fired (e.g. a bow) or thrown (e.g. a dagger). When using a bow or thrown weapon and instructed to pick a number from the Random Number Table, add 2 to the number picked if you are a Mentora with the Magnakai Discipline of Weaponmastery.
Curing
Mentoras with this skill are able to neutralize the effects of any poisons, venoms, or toxins with which they come into contact.
Pathsmanship
Mentoras who possess this Magnakai Discipline are able to cross any kind of terrain on foot without leaving any tracks, even if the ground is covered in snow.
Psi-screen
Mentoras with this ability can protect themselves from evil spirits and other non-corporeal beings that attack with psychic energy. The effectiveness of this ability increases as a Kai Master rises in rank.
Divination
Mentoras who possess this skill are able to detect psychic residues lingering in a place where a dramatic event, such as a battle, a murder, a ritual sacrifice, or a ritual ceremony, has taken place. By meditating at the scene of the incident, a Kai Mentora is able to visualize the event, even though it may have occurred in the distant past.
The nature of any additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future Lone Wolf books.
Magnakai Wisdom
Your quest to retrieve the last three Lorestones of Nyxator from the clutches of the Darklords will be fraught with deadly dangers. The evil host of Helgedad will summon their most brutal forces to thwart your Magnakai quest. Make notes as you progress through this story — they will be of great help in this and in future adventures.
Many things that you find will help you during your mission. Some Special Items will be of use in this and future Lone Wolf books, while others may be red herrings of no real value at all, so be selective in what you decide to keep.
Choose your three Magnakai Disciplines with care, for a wise choice enables any player to complete the quest, no matter how weak their initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.
The restoration of the Kai and the future of your homeland depend on the success of this mission. May the spirit of your ancestors and the wisdom of the great God Kai guide you on the path of the Magnakai.
Good luck!
1
It is dawn on midsummer's day when you ride out of Tahou. Since your victory over Zakhan Kimah, your appearance in a public place has been enough to provoke spontaneous cheering from the Tahouese, who regard you as their saviour. But on this warm, sunny morning you leave the city unnoticed, for on this occasion you appear to be just another messenger.
The army uniform you wear and the white horse you ride are part of an elaborate deception conceived by the Elder Magi. In order to make Darklord Gnaag believe that you are returning to Sommerlund, you have given your Kai cloak and tunic to your friend Banedon. Disguised as you, he will leave for Sommerlund aboard his flying ship Skyrider this afternoon. A formal ceremony is planned to mark his departure and another awaits his arrival at the King's Citadel in Holmgard. Gnaag has vowed to kill you: it is a vow which has become an obsession that torments him like a poisoned wound. It is hoped that Banedon's much publicized flight home will lure Gnaag's vengeful eyes away to the north and raise your chances of success at Torgar considerably.
Your ride ends in Firina, where you catch a barge down-river to the port of Talon. There you hear news of a rebellion in Barrakeesh, the Vassagonian capital, and reports of the sudden withdrawal of all Vassagonia's troops from the lands she invaded early in the war. It bodes well for the continuing struggle against the Darklords, for Vassagonia was their only major ally. You spend one night in Talon before buying passage aboard a merchantman on its way along the Tentarias, and five days later you disembark at Garthen, the capital of Talestria.
Talestria was overrun in the early days of the war but the neighbouring country of Palmyrion came quickly to her aid. The armies of Talestria and Palmyrion united and fought the invading horde, led by Warlord Zegron of Ogia, on the battle-plains to the north of Garthen. For three days and three nights a bitter struggle raged and the allies were sorely pressed to withstand the overwhelming numbers of the enemy ranged against them. But on the morning of the fourth day, the unexpected arrival of the dwarven army of Bor was to seal Zegron's doom. His mighty force crumbled and the survivors, fleeing northwards in chaos, were pursued relentlessly. The latest news tells of the allies' capture of Xanar, a major Ogian stronghold, and their continued advance westward along the Blackshroud Trail.
The Royal Court of Queen Evaine would be honoured to assist you, but secrecy is paramount to the success of your quest and so you shun the Royal Palace and take lodgings instead at a humble dockside tavern. There you arrange
transportation to Eru aboard a brigantine bound for Humbold, the Eruan capital, and leave next day on the noon tide. Upon your arrival, you make your way to the city's ancient quarter where the Elder Magi have arranged a clandestine meeting with Prince Graygor. In the cellar of a disused warehouse, the young Prince waits patiently for your coming. Like you, he is dressed in the clothes of a messenger in order that he can walk the streets of his city incognito. He welcomes you with a salute, bringing his hand diagonally across his chest, and assures you that your true identity is known only to him. For over an hour you discuss your plans and listen to the Prince recount some of the events that have disturbed the peace of Eru. Two years ago, Drakkarim renegades from the Hammerlands attacked and overran his northern city of Luomi. The inhabitants were slaughtered and the holy temple of Luomi, around which the city was founded, was looted and burnt to the ground. Only recently did he learn from the Elder Magi that the ancient temple held the Lorestone of Luomi, one of the three Lorestones now locked in Torgar. At the time of the attack the Prince's army was too small to repel the invaders and he was forced to abandon the city, as well as the border town of Cetza. But in the past month he has joined forces with King Sarnac of Lencia, and together they have recaptured Luomi and driven Baron Shinzar and his Hammerland rebels all the way back to Cetza, within thirty miles of the border.
The Prince invites you to accompany him to Luomi where he is to resume command of his army and lead them to battle. He provides you with a fine Eruan steed and a new disguise that will enable you to travel through Eru without drawing undue attention to yourself.
Dressed as an Eruan Pathfinder, one of an élite unit of woodsmen who operate in the harsh territories bordering the Hellswamp, you ride north with the Prince's entourage and arrive at the city five days later. Every house, stable, tavern, and municipal building is filled to overflowing with knights and men at arms. But, despite their cramped billets and meagre rations, the soldiers of Eru and Lencia are in good spirits, for tomorrow they march against a foe they have already beaten in battle, and most are eager to finish the job once and for all. You are given lodgings within the main citadel of Luomi and later that evening, after the Prince has attended a war conference with King Sarnac, you meet in private to discuss the next stage of your quest.
‘There are two ways to reach Torgar,’ says the Prince, as you study the map given to you by the Senate of Tahou. ‘You can cross the River Brol and make your way northwards through the Moggador Forest, or you can go to Pirsi and seek out Sebb Jarel. He is the leader of a brave band of partisans who have ambushed and resisted the Drakkarim ever since they invaded. If there is a path to Torgar between the Hellswamp and the Isle of Ghosts, he will know it.’
You ponder the choices and wonder why the Prince has not suggested the simplest route of all: north across the Isle of Ghosts. When you mention this he shakes his head ominously. ‘The isle is cursed,’ he says, pointing at the map with an accusing finger. ‘Few have ever come out of that dreadful place alive. And of those poor wretches who have survived, only one has kept a grip of his sanity. His name is Sebb Jarel.’
Next day you rise with the dawn and prepare to set off on your journey to Torgar. There are two routes open to you: you can ride to Pirsi and seek out Sebb Jarel, the partisan leader, and the only man who can guide you through this treacherous wilderness; or you can accompany Prince Graygor to battle at Cetza. If his army beats the Drakkarim and forces them to retreat, the way across the River Brol will be open and you will be able to approach Torgar under cover of the Moggador Forest. Consult the map before you decide which route to take.
If you wish to go to Pirsi, turn to 176.
If you choose to accompany Prince Graygor to battle at Cetza, turn to 308.
2
Using your mastery of Nexus you extinguish the flames that are scorching your arm, and immediately set about helping those Palmyrions who have survived the devastating attack. Less than half are able to stand, but you manage to pull them into a defensive circle in time to fight the Drakkarim who are charging along the street.
Drakkarim Garrison: COMBAT SKILL 26 ENDURANCE 39
If you win the combat, turn to 332.
3
Fear returns to tie a knot in your stomach as you detect the scent of live Akataz. Instinctively you flatten yourself to the ground and a twisting grey blur arcs over your head and crashes headlong into the undergrowth. You are unharmed but you sense that the dog is just the first of many that are rushing towards this part of the forest, drawn by the blood of their kin and the scent of your body. Before it can recover from its failed attack, you jump to your feet and sprint away.
Turn to 31.
4
An hour before dawn, you leave Cetza and ride across the open grasslands that slope gently towards the River Brol. A full moon and the gathering light of day help you identify the landmarks that Prince Graygor told you to look out for to help guide you to a ford close to the site of an abandoned copper mine. His directions prove accurate and by mid-morning you find yourself on a ridge that overlooks the ford and its cluster of derelict mining huts.
If you have the Magnakai Discipline of Huntmastery and have reached the Kai rank of Principalin or higher, turn to 324.
If you have the Magnakai Discipline of Pathsmanship and have reached the Kai rank of Tutelary or higher, turn to 241.
If you do not possess either of these skills or have yet to reach these levels of Magnakai training, turn to 108.
5
You notice there is a spot where a gantry passes directly over the ball of green flame. If you could crawl to that spot you would be able to cup your hands below the Lorestones. Paido could then destroy the crystal rods, and the Lorestones, freed of the energy beams, would drop into your hands.
It is a bold plan but you feel confident that it will succeed.
Turn to 40.
6
You share the officer's horse as he leads his company back along a route they have already ridden. Steadily the road winds upwards through the hills towards a ridge of yellow rock and, as you reach the crest of the ridge, you catch your first awe-inspiring glimpse of Torgar.
Illustration I—The grim city-fortress of Torgar.
The walls of this grim city-fortress stand upon the brink of a ravine cut deep by centuries of rushing water. A natural causeway of stone spans this dark chasm and provides the only means of approaching Torgar from the south. Its position and its defences seem impregnable. It commands the only road into the barren land of Ghatan, and any who dare travel that road must pass over the causeway and through the city's great iron gate.
In the past there have been few who would venture willingly to Torgar, but now the causeway and its approaches swarm with such men. They are the soldiers of Talestria and Palmyrion, and they have come with their engines of war to lay siege to this grim Drakkarim fortress.
The scout officer spurs his horse away from the ridge and you are carried towards a cluster of tents that stand on high ground overlooking the siege-works. As you arrive, a group of knights steps forward to take the horse's reins. You dismount with the officer and follow as he enters the largest tent.
If you have ever visited the land of Talestria in a previous Lone Wolf adventure, turn to 45.
If not, turn to 346.
7
The captain grunts his approval and returns your salute. Then he catches sight of your signet ring and suddenly his mood becomes much more friendly. He orders the townsfolk to lower their pistols and return to their homes and begrudgingly they obey his command. ‘Come,’ he says, placing his hand on your shoulder. ‘You must be thirsty after your day's ride.’
He pushes open the tavern door and draws aside a tattered leather curtain. A dozen pairs of eyes look towards you as you enter, stare briefly, and then return to their own business.
‘I see you come to Pirsi with the Prince's favour,’ says the captain, casting a glance at the ring you wear as you raise the tankard of ale he places
before you. ‘What news do you bring from the Royal Court?’
‘I'm here on a mission, a secret mission of great importance,’ you reply, guardedly. ‘I must speak with Sebb Jarel, for only he can help me accomplish the task. I am at liberty to say no more.’
The captain looks at you quizzically. ‘It's unlike Prince Graygor to entrust such responsibility to one of your rank, soldier. If you expect me to take you to Jarel you have first to satisfy me that you're a Pathfinder. That bandit Baron Shinzar has sent men to find Jarel before — on missions of assassination. I want proof you're not another one of his agents.’
He peers over your shoulder towards the tavern bar and signals to the owner by blinking three times. The metallic click of a crossbow being cocked and your Kai Sixth Sense alert you to the weapon that is now pointed at your back. ‘Tell me, soldier, where were you trained as a Pathfinder? Was it in Humbold, in Sharwhan, or in Testla?’
If you have completed the Lore-circle of the Spirit, turn to 46.
If you do not have mastery of this Lore-circle you must hazard a guess at the answer.
If you answer, ‘Humbold’, turn to 111.
If you answer, ‘Sharwhan’, turn to 287.
If you answer, ‘Testla’, turn to 152.
8
You spur your horse down the slope and gallop along an overgrown track that leads to the ford. The log huts are shrouded in silence, but as you draw level with them, a gruff shout shatters this illusion of peacefulness and a hail of arrows cuts through the air.
One of the black shafts buries itself in your horse's neck. He shrieks in pain and crashes to his knees, hurling you into the river. You gulp a mouthful of the icy water and struggle to your feet, coughing and cursing, just in time to see your ambushers pour out of the nearest hut and advance towards you. Some are reloading their bows as they run.