The Curse of Naar Read online
Page 6
Chaos-mutants: COMBAT SKILL 45 ENDURANCE 37
These undead beings are immune to all forms of psychic attack.
If you win this combat, turn to 129.
33
You retrieve the book from your Backpack and thumb through its shiny blank pages until you discover two pages that have changed both in colour and texture. A cluster of rust-red lettering is enclosed within the black runic borders that outline these two sheets of creamy parchment. Once again, using your Magnakai Discipline of Pathsmanship, you study the complex text and are able to decipher much of its meaning.
The words tell of Zantaz, the Lord of the Pit, whose many accompanying titles include Reaper of Gloom, Armourer of the Fell Legions, and Guardian of the Gate of Dragonflame. It says that he presides over a ‘deep realm of rock, iron, steel, and flame’, and that among the many eternal duties he has been set by Naar, his primary task is to forge weapons of power for the Dark God's champions. Zantaz has no secret name, but you are able to translate the text which details how one can leave his domain. It makes for uneasy reading. The Tome states that any who wish to depart must first ‘defeat Zantaz in mortal combat and cast his body into the Pit of Darkflame, from whence he shall be reborn’. Only by proving oneself worthy in combat against Zantaz can one cause ‘the Gate of Dragonflame to release the worthy victor’. The name ‘Zantaz’ is vaguely familiar; you are sure that you have heard it before. As you ponder the remaining text which lists his infamous deeds, you suddenly recall where it was that you heard his name spoken. It was many years ago, while you were still an initiate at the Kai Monastery, and your old tutor, Storm Hawk, was lecturing your class about the Drakkarim: the barbarian race of humanoids whose conquests in Northern Magnamund preceded the rise of the Darklords of Helgedad. Zantaz was the name of the warrior-god whom the Drakkarim worshipped.
Feeling a little unnerved by what you have discovered and remembered, you close the Tome and slip it back into your pack. You sense that the Moonstone is not to be found here in this domain of tunnels, and so you resolve to escape from here as soon as possible. But if you are to do so successfully, it seems you will first have to find and defeat Zantaz, the warrior-god of the Drakkarim.
You get to your feet and continue along the tunnel which leads out of the empty cavern. You follow this passageway for several hundred yards until you arrive at a junction where another tunnel crosses your path from right to left. Cautiously you scan the tunnel in both directions and notice that away to your right, little more than twenty yards distant, is an open archway. Although you can sense no living presence, the angle of view and the darkness of the interior prevent you from determining what lies beyond this archway. To your left, your tracking skills reveal that the tunnel leads eventually to a dead end.
If you wish to investigate what lies beyond the arch, turn to 260.
If you decide to ignore the archway and continue your exploration of the main tunnel, turn to 23.
34
Your swift construction of a defensive mental barrier helps to deflect much of the combined psychic energies that are ranged against you. However, one of Shamath's searing bolts pierces your defensive wall and grazes the fabric of your mind: lose 2 ENDURANCE points.
To continue, turn to 54.
35
You turn and head back quickly along the jungle trail, dodging and weaving as you run in an attempt to avoid the whipping vines. Through the undergrowth ahead you glimpse the beach, but before you are able to reach it you are brought crashing to the soft earth by a creeper which lashes you from behind and twists itself tightly around your foot. Red hot pain courses up your leg, making you cry out as you struggle hard to break free: lose 2 ENDURANCE points.
Beneath the coating of moss which sheathes this vine are hundreds of tiny hollow barbs that have pierced your boot and penetrated your flesh. Your Kai curing skills swiftly counter the deadly bacteria that cling to these barbs, but they cannot prevent the flow of blood that is being sucked out of your leg by this vampiric vine.
If you possess the Sommerswerd or Skarn-Ska, turn to 193.
If you possess neither of these Special Items, turn to 261.
36
As the Ghazoul breathes its last, you step away from its bloodstained carcass and turn your attention to the portal. You are eager to examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible clunk! Moments later, the portal creaks open and you hurry through before it slams shut with a resounding boom.
Turn to 210.
37
Quickly you retreat into the forest of flames and pray that your Magnakai Psi-screen and camouflage skills will keep you safe from Tzor's unholy gaze.
Pick a number from the Random Number Table. If your current ENDURANCE score is 16 or higher, add 1 to the number you have picked. If your current ENDURANCE score is 10 or lower, deduct 1.
If your total is now 3 or lower, turn to 262.
If it is 4 or higher, turn to 338.
38
You focus on a clump of insects that are attached to the side of the hive and your Kai senses tell you that these creatures are being guided by psychic commands originating from within their pear-shaped home. This discovery leads you to suspect that they could be susceptible to mind control.
If you possess Kai-surge and have reached the rank of Sun Lord or higher, turn to 247.
If you possess Animal Mastery and have reached the rank of Sun Thane or higher, turn to 178.
If you possess neither of these skills, or if you have yet to attain the required level of Kai Mastery, turn instead to 101.
39
Successfully you dodge the onrushing lance of flame and it speeds across the chamber to smash harmlessly against the shimmering green metal of the hall's grand portal.
Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you shout out his secret name. Immediately the creature becomes immobile. The sight of his frozen form — and the sudden cessation of mind contact — throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size.
If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Künae. But there is no time to consult the Tome of Darkness you must try to recall the name from memory.
If you think the secret name is ‘Rhunotar’, turn to 96.
If you think the secret name is ‘Rhunadan’, turn to 311.
If you think the secret name is ‘Rhunaguin’, turn to 289.
40
You see Alyss sitting cross-legged within a globular force-field, her emaciated face and limbs clearly displaying the price she has paid for her continued resistance to the Dark God. Yet despite her wasted physical appearance, you detect that she is still strong in spirit and the Moonstone of the Shianti is still in her possession.
You focus on this force-field and deduce that Naar, having been unable to defeat Alyss in combat, has chosen instead to imprison her within this seamless cell of energy in order to prevent her from using the powers of the Moonstone to create a Shadow Gate through which she can escape. The Dark God has contented himself with waiting for her to weaken to the point where she can no longer resist his remorseless attacks. As you focus on Alyss you sense that she is dangerously close to reaching that breaking point. Prompted by an urge to help her, and by the sight of the Moonstone which she cradles in her lap, you move quickly towards the entrance to Naar's inner sanctum.
If you possess Telegnosis and have attained the Kai rank of Sun Knight or higher, turn to 192.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 324.
41
You focus on the runes that have been chiselled into the floor. They are similar to those you encountered on the portal to this subterranean labyrinth when first you entered. You feel your pulse quicken when slowly you are able to decipher part of their meaning:
‘Ye who seek entry to the Hall of the Künae, renounce all falsehood and trickery for thou art transparent beneath our gaze. Pay homage to the Lords of Decay lest thy soul be devoured by the insatiable horde of Nemagog. Place gold within the circle for thy wish to be fulfilled, base metal without for thy fate to be sealed.’
With caution guiding your every step, you cross the floor of the chamber and examine the engraved surface of the portal after a gentle push confirms that the door is locked. You had hoped that the runes which cover this great metal portal would reveal how it can be opened, but to your dismay they merely catalogue (in sickening detail) the evil accomplishments of the Künae. Then you discover three small slots: one circular, one square, and one triangular in shape.
If you possess any Gold Crowns, turn to 109.
If you have no Gold Crowns, turn to 65.
42
You sense that the dragon suspects that it has a stowaway hiding amongst its cargo, but its eyesight is poor and it is not sure of what it sees. However, you dare not run the risk of the beast alerting the Lavas that are flying close by. Their eyesight is keen and they would be sure to spot you. Quickly you muster your innate camouflage skills in an attempt to keep yourself hidden.
Pick a number from the Random Number Table. If your current ENDURANCE score is 10 or lower, deduct 1 from the number you have picked. If it is 20 or higher, add 1.
If your total score is now 4 or lower, turn to 148.
If it is 5 or higher, turn to 14.
43
With your back pressed hard against the wall of the pit, you quickly recite the words of the Old Kingdom Spell Shield as you draw a circle in the air directly above your head. Nza'pok growls the order to his minions and immediately a clattering deluge of spears rains down upon you. Most shatter when they hit the invisible barrier you have created, but some ricochet off the pit wall and their sharp tips gouge your flesh.
Pick a number from the Random Number Table. If you possess the Grand Master Discipline of Assimilance, add 2 to the number you have picked.
If your total is 4 or less, turn to 312.
If it is 5 or more, turn to 277.
44
You hit out at the onrushing column of fire and it connects with the flat of your magical blade. There is a terrific flash of blinding golden light and you feel an electrifying jolt that sets every nerve in your body jangling. You follow through with your blow and send the Künae flame rebounding from your blade to slam into the far wall where it dissipates harmlessly across its surface.
Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you shout his secret name and immediately the creature becomes immobile. The sight of his frozen form — and the sudden cessation of mind contact — throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the tide of larvae writhe towards you they begin to swell grotesquely in size.
If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Künae. But there is no time to consult the Tome of Darkness: you must try to recall the name from memory.
If you think the secret name is ‘Rhunotar’, turn to 96.
If you think the secret name is ‘Rhunadan’, turn to 311.
If you think the secret name is ‘Rhunaguin’, turn to 289.
45
To your dismay you sense that the dragon is immune to your psychic commands. It does not signal to the accompanying Lavas, as you had feared, but it does begin to lose height. Rather than continuing its flight towards the construction area, it banks towards an area of broken rocks and derelict dwellings located close to the edge of the chasm.
Turn to 161.
46
From beneath the coating of moss which sheathes these vines emerge hundreds of tiny hollow barbs, transforming them instantly into deadly foes capable of ripping you to shreds. They whip the air within inches of your face, forcing you to frantically dodge and dive to avoid being torn open. You draw your weapon and strike out, cleaving through the end of one of these deadly creepers which emits a high-pitched squeal as it recoils, trailing a spray of sticky green slime from its sundered tip. As if enraged by their companion's cry of pain, the remaining vines snake towards you with increased tenacity. You must fight them.
Illustration III—The deadly vines whip the air, inches from your face.
Haemodyls: COMBAT SKILL 49 ENDURANCE 42
These vine-creatures are immune to all forms of psychic attack, except Kai-blast and Kai-ray. If you possess Animal Mastery, you may add 2 to your COMBAT SKILL for the duration of this fight.
If you win the combat, turn to 19.
47
The seven riders keep their distance, yet they pass close enough to satisfy their curiosity before they turn and speed away into the void. As you watch them disappear, a deep sense of unease grips you. You are relieved to have avoided a confrontation yet you sense that their departure is but a temporary reprieve; they may yet return in greater numbers.
Shortly after, you witness several objects that appear like comets encircling a cluster of distant stars. As you glide towards these stars the comets break away from their orbit and come soaring to meet you, racing with each other to reach you first. A collision looks imminent, but your mounting fears are soon forgotten when the surfaces of these shooting stars undergo a stunning transformation. Their leading surfaces take on the semblance of human faces.
If you have ever been to the city of Torgar in a previous Lone Wolf adventure, turn to 127.
If you have never visited this city, turn to 91.
48
You draw upon your Grand Mastery to supply a burst of life-saving vitality (restore 20 ENDURANCE points).6 As this wave of Kai energy surges through your battered body, you find the strength to scramble to your feet and rush towards the glowing portal. You leap through it just as the retracting coil of rock reaches the mouth of the dragon-gate, and the crash of stone echoes in your ears as you fall headlong through the corridor of swirling flame that lies beyond this mysterious portal. Your Platinum Amulet protects you from the fierce conflagration, and it also feeds you with a steady warming stream of energy which radiates from the centre of your body outwards to soothe your aching limbs.
Pick a number from the Random Number Table (0–10). Now double the number you have picked. This total equals the number of ENDURANCE points you may restore as a result of the healing effects of the Platinum Amulet. (Remember: your ENDURANCE score cannot exceed the total with which you began this adventure.)
After a short time the swirling corridor of flame gradually darkens and you feel the speed of your fall begin to decrease. Then, in a breathtaking instant, your feet slam into hot, cindery ground and you crash forwards to land in a tangled heap.
If you have ever visited the Palmyrion town of Scade in a previous Lone Wolf adventure, turn to 125.
If you have never visited this town, turn to 215.
[6] It may not be appropriate to use Deliverance here if you have already in this adventure used its power to restore 20 ENDURANCE points.
49
Drawing upon your Grand Mastery, you are able eventually to haul yourself free from this sticky mire and reach the distant knoll (lose 2 ENDURANCE points due to fatigue).
The boughs of the thorny-barked trees of this swamp island are tightly intertwined and form a formidable barrier. Through a gap in their tortured branches you can see a clearing at the centre of this copse and, when you magnify your vision, you glimpse part of a crude stone hut. You unsheathe your weapon and cleave a path through the trees to the clearing where you discover that the hu
t is surrounded by a moat brim-full of gelatinous black mud, the surface of which is pitted with a myriad of animal tracks. Sensing that the hut is empty, you leap across the moat and take cover inside from the corrosive rain.
If you possess Telegnosis and have reached the rank of Grand Thane or higher, turn to 269.
If you do not possess this skill, or if you have yet to attain this level of Kai Mastery, turn to 348.
50
Ardan and Rimoah are honoured that you have chosen to take this sword which they have spent many months creating. (Record this sword, Skarn-Ska, on your Action Chart as a Special Item. When used in combat it will add 5 points to your COMBAT SKILL. This sword possesses other attributes which will be revealed when it is used in combat.)
You take hold of Skarn-Ska and essay a few strokes in the air to gauge its weight and balance. It does not take you too long to discover that this is an exceptionally fine blade. You feel your spirits rise, for now you possess at least one effective weapon against the horrors that may be encountered on your quest for the Moonstone.
‘We are delighted that you approve of Skarn-Ska, Grand Master,’ says Rimoah, ‘but you must be sure to use it with discretion. It has magical properties which give off a strong and goodly aura. In Naar's domain these radiant energies could attract the unwanted attentions of those who dwell therein.’