The Darke Crusade Page 8
The King voices his fear that Drakkarim spies are operating in the harbour and he expresses his concern that your unexpected arrival by air may have already alerted them to your presence here in Vadera. However, it is too late to change the plan; it is a risk you must accept.
Having concluded your briefing, King Sarnac sends for an escort to take you to a private chamber where you can rest and reflect upon the mission ahead. Later that evening, you and Captain Prarg are smuggled out of the citadel via a secret passage which leads directly to the harbour. Quietly you board the sloop and hide yourselves amongst its cargo of supplies which are destined for the garrison on Battle Isle. The ship sets sail on the first strike of midnight and, after a smooth and uneventful voyage it moors at a jetty on the southern coast of Battle Isle, three hours later.
The crew of the sloop are unaware that you are aboard and, in order to safeguard your secrecy, you await your chance to disembark without being seen. Soon the opportunity presents itself. As the crew go in search of help to unload the cargo, the two of you leave the sloop and hurry off along the beach, heading north towards the place where your sailing boat awaits. There is no cloud and a near-full moon illuminates the rocky beach, making it easy for you to progress despite the difficult terrain.
If you possess Grand Pathsmanship, turn to 202.
If you do not possess this Grand Master Discipline, turn to 159.
81
You tell the three Lencians to spread out into an extended line and watch carefully for your signals. Then you scale the river bank and make your approach to the trees. The three men all seem to be competent scouts but you have your reservations. Had it not been for Schera's insistence, you would have preferred to scout this copse alone.
You have only just entered the copse when one of the Lencians accidentally steps on a dry twig. There is a loud crack, and almost immediately, a volley of arrows comes screaming out of the trees, forcing you to throw yourself face-first into the snow to avoid being hit.
Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 2 to the number you have picked.
If your total score is now 4 or less, turn to 226.
If it is 5 or more, turn to 199.
82
The sudden jolt knocks you backwards off your horse and, as you hit the ground, you strike your head and lose consciousness. Sadly, you never reawaken. A few moments after your fall, you are mobbed by angry Drakkarim soldiers who slay you out of hand.
Tragically, your life and your quest end here in Shugkona.
83
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 for 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 of Prarg's head, knocking him unconscious.
Turn to 161.
84
You are some distance from the east bank when the boat stops abruptly; it has run aground in the shallows.
‘Curse our luck,’ grumbles Prarg, peering over the side. ‘I was a'hoping we'd be fortunate enough t'keep our feet dry.’ Wearily he searches through the provisions and produces a heavy rope, one end of which he proceeds to tie around the stem while you stow away the oars. Then, together, you slip into the cold knee-deep mud and begin the laborious task of hauling the boat towards dry ground.
Eventually you reach dry ground where you set up camp on a promontory which offers the best view of the surrounding swamp. The upturned boat becomes your shelter from the elements, but you both are sorely aware that it will not protect you from the creatures that inhabit this morass. Prarg volunteers to sit the first watch, and hungry for sleep, you bow to his request. But it seems as if you have only just closed your eyes when you are awoken by his hushed and fearful voice:
‘Awake Sire, I think we've visitors!’
You rise in an instant, your hand reaching in reflex for your weapons as your senses try to locate the threat. In the middle-distance, emerging from a bed of tall, frost-heavy rushes, you catch sight of three large and scaly reptilians. From horn-tipped snout to barbed tail they are twenty feet or more, and, despite their enormous weight, they move with impressive lizard-like grace.
‘Gorodons!’ says Prarg, his voice full of horror. ‘Quickly, Sire, we must get away while we still can!’
Hurriedly you right the boat and drag it through the cloying mud towards the river. Your escape is painfully slow and your mounting fear rapidly approaches sheer terror when, in unison, the pursuing Gorodons give vent to a chorus of croaking growls At once you sense that these huge carnivores are ravenously hungry, and the prospect of a feast upon warm-blooded prey is driving them into a frenzy.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 279.
If the number you have picked is 5–9, turn to 51.
85
You watch with mounting anxiety as the Drakkarim officer approaches the execution block. He halts beside the helpless captain and signals to the gaolers to step back, to give him room to enact the execution. Then he takes an oiled stone from his pocket and an ugly sneer spreads across his face as he proceeds to sharpen the blade of the great axe with slow deliberation.
If you possess Kai-alchemy, turn to 136.
If you do not possess this Discipline, turn to 253.
86
Hurriedly you recite the words of the Brotherhood Spell Invisible Shield and make a circle in the air with the palm of your left hand. But have you acted quickly enough to deflect the speeding arrow?
Pick a number from the Random Number Table. If your present ENDURANCE points score is 20 or higher, add 2 to the number you have picked.
If your total is now 4 or less, turn to 29.
If it is 5 or higher, turn to 287.
87
Bravely the horse attempts to clear the trench, but it is simply too exhausted to jump. Its forelegs buckle as it approaches the edge, and you and Prarg are thrown head-first into the trench. Luckily, you both land in deep snow and emerge unharmed by the fall.
Turn to 276.
88
Having finished your evening meal, you are faced with a difficult decision: who should take the first watch. Both of you are very tired, and after a whole day's rowing you are less than enthusiastic about the prospect of trying to stay awake for another four hours.
If you decide to volunteer for the first watch, turn to 309.
If you would rather decide the matter on the toss of a coin, turn to 56.
89
You step closer to the door and carefully examine the combination lock. You are confident that, with your skill and experience, you will soon have it open without too much difficulty.
Study the following sequence of numbers. When you think you have worked out what the missing number is turn to the entry which is identical to your answer.9
If you guess incorrectly, or if you cannot solve the door puzzle, turn instead to 30.
[9] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
90
The night passes without incident and you awake to a bright dawn feeling refreshed by your long, uninterrupted sleep. Prarg, too, has slept well, and he feels eager to start the journey to Shugkona. Fresh snow has fallen during the night, and when you descend to the base of the tree, yo
u discover several sets of footprints nearby. Your Pathsmanship senses tell you that they are little more than an hour old and were made by a Drakkarim patrol heading due north.
You set off towards the northeast, following a frozen stream that winds its way through the forest like a glistening crystal serpent. Luck and your Kai skills keep you safe from the Drakkarim patrols, and by noon you find yourselves approaching the outskirts of Shugkona. From the cover afforded by a small wooden footbridge that crosses the icy stream, you are able to reconnoitre this heavily fortified Drakkarim town. Log-lined trenches encircle most of its perimeter, fronted by pits filled with sharpened stakes to counter attacks by enemy cavalry. Mantlets and wheeled barricades defend its four highway approaches, and the whole line is manned by squads of Drakkarim and Hammerland mercenaries. However, this formidable protection comprises just a first line of defence behind which there are more fieldworks, sharpened stakes, and watchtowers, many bearing recent scars of war. The town itself lies within this second circle. It is constructed entirely of wood, and many of its outermost buildings have, over the years, been reduced to ash by Lencian firebombs. You learn from Prarg that Magnaarn's headquarters are located at the very centre, in a high tower which commands a clear view over the town and its defensive lines.
At first sight the Shugkona defences look impregnable, but after having carefully observed the perimeter lines you note two places where, with luck, you might enter the town without being observed. The first is close to the east road where an expanse of cleared ground is guarded only by a watchtower. The second is a section of the perimeter, further south, where only one line of trenches has been completed.
If you wish to try to enter Shugkona from the east, turn to 317.
If you choose to try to enter Shugkona from the south, turn to 142.
91
For a few moments you stare at the lifeless body of the Tunnel Stalker; then you sheathe your weapon and continue the chore of clearing away the rockfall. Soon you have removed enough debris to enable you to squeeze through the gap to a clear section of the stairwell beyond. Once here, you block the opening behind you, and then race up the steps to the level above.
Turn to 175.
92
Your super-sensitive hearing detects the faint sound of stone grating on stone. Then you notice that a line of loopholes are opening at chest height along both walls of this passageway, revealing the sticky sharpened tips of venom-coated spears.
‘Get down!’ you shout, and throw yourself flat onto the damp stone floor. Moments later, a volley of the deadly spears comes hurtling from out of the walls to smash and splinter in the passageway. Both you and your companion escape injury, your timely warning saving you from certain death.
To continue, turn to 325.
93
‘Follow me!’ shouts Prarg, and before you can stop him he is on his feet and sprinting away. Hurriedly you follow him, with the lookouts shouting wildly in your wake.
‘Halt!’ they scream. ‘Halt or we shoot!’
There is the sound of bow-fire, and then two arrows hit the rocks and shatter close by your feet. You invoke your Magnakai skill of Invisibility to keep you safe, but your Discipline does not extend to Captain Prarg who is less than an arm's length ahead of you.
Then your senses tingle anew, drawing your eyes towards a ridge less than thirty yards from the beach. Standing there, clutching loaded crossbows, are two more Lencian lookouts.
‘Beware!’ you cry to Prarg, but already the Lencians are preparing to fire at your fleeing forms.
Pick a number from the Random Number Table.
If the number you have chosen is 0, turn to 291.
If it is 1–3, turn to 13.
If it is 4 or higher, turn to 171.
94
You take a deep breath and launch yourself feet-first into the icy lake. At first, as the dark water closes over your head, your senses are numbed by the intense cold. Then your Magnakai skill of Nexus begins to protect your body and the cold gives way to a warm, tingling glow.
Using your infravision, you detect Prarg by the warmth radiating from his body. He is caught upon a jagged ridge of ice and, as you take hold of his tunic and try to pull him free, suddenly you feel unable to move. Something has taken hold of your legs!
If you possess Magi-magic, turn to 110.
If you do not, turn to 326.
95
Inspired by your victory, the Lencians and their League-land allies repel the remaining Zagganozod and close their ranks until the square is intact once more. The enemy are now exhausted and wearily they retreat across the plain with the stinging cheers of their foes echoing in their ears.
Then an ominous noise comes rolling across the plain from the city of Darke, a thunderous boom that shakes the very ground on which you stand. You look towards the city and see that the battle is growing ever fiercer. But now there is a new and sinister aspect. Flickerings of magical fire can be seen dancing along battlements, engulfing friend and foe alike. You sense that it is the work of Magnaarn; he and his Nadziranim allies are responsible for this.
Then, through the smoke of battle, you see a Lencian flag flying proudly amidst the carnage that is taking place on the coastal plain to the south of the city. Here, King Sarnac's crusaders have turned an enemy flank and are storming its weakened centre. Maquin and Schera see the flag and, encouraged by the cheers of their own men, they decide to march at once in support of the crusaders' brave attack.
You wish them both good fortune, for you know the time has come to part company with these brave men. Their destiny awaits them on the field of battle; yours will be found inside the city of Darke itself where, if you are to fulfil your quest, you must confront Warlord Magnaarn.
You bid them farewell and watch as they lead their men in a marching column across the plain towards the distant field of battle. When they are a mile away, you set off alone towards the hamlet, which lies en route to the gates of Darke.
Turn to 154.
96
You enter the stables by a side door and soon find a hiding place in one of a hundred straw-filled stalls. You also find the following items which may be of use to you:
Lantern
Rope
Dagger
Enough food for 2 Meals
Hourglass
If you choose to keep any of these items, remember to adjust your Action Chart accordingly.
Periodically, Drakkarim enter and search the building, but they fail to detect you. While you are hiding from their search parties, you consider your companion's plight and grow ever more fearful for his safety. You are also very anxious that, under torture, he will reveal your presence, your identity, and the reason why you have come to this town. You are determined not to allow this to happen and so, as midnight approaches, you slip away from your hiding place and make your way stealthily towards the Shugkona Gaol.
Turn to 260.
97
Schera considers your question, and then he replies:
‘I'm sorry, I've heard nothing. There have been so many men lost, killed, or captured since Magnaarn attacked. I know of this officer, and though we've never met, I've heard tell that he is a good and brave man. All I can tell you is that I have not seen him here in Konozod.’
Turn to 236.
98
This dry and crumbling surface is the worst you have ever attempted to climb, but it does not defeat you. Your consummate climbing skills and natural grace of movement ensure that you do not falter for a moment. You clear this section of the chasm wall and safely reach the ledge above.
Turn to 146.
99
Your psychic attack penetrates the war-dog's mind, causing it to howl with pain and terror. Immediately the others halt in their tracks, visibly shaken by the horrible cries issuing from their leader as he rolls over and over in the snow. You sense that the pack is torn now between its desire to satisfy its gnawing hunger and its natural instinct for survival. Eventually t
he instinct for preservation wins out, and one by one the dogs turn and flee for the safety of the forest.
Confident that the Akataz will not be back this night, you return to the boat to catch some sleep while Prarg begins his turn on guard.
Turn to 215.
100
From the cover of the forest's edge you observe the temple, taking in every detail, your eyes scouring every inch of its leprous grey exterior for a way of gaining entry without being detected. Much of the temple is derelict yet it is still an imposing edifice, especially the squat stone tower which stands intact at its centre. Its walls are covered with intricate designs that must have taken centuries to complete, yet while you admire the craftsmanship you find the embellishments wholly repulsive for they depict and glorify acts of great evil.
The ruins are deserted, except for a wide ramp of stone which leads to a pair of huge bronze doors set into the base of the tower. These doors are open, but they are guarded by two of Warlord Magnaarn's Tukodak.