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The Prisoners of Time Page 9


  If you wish to keep some of this Baylon's Bough Fungi, mark it on your Action Chart as a Backpack Item.

  Turn to 82.

  147

  Your shaft strikes wide, glancing off his shoulder and disappearing over the parapet of the roof. He utters a mocking laugh, his cat-like eyes glinting through the slits in his visor, and hurriedly drops the Lorestones into a small sack tied to his sword belt. Angered by his laugh, and by your failure, you shoulder your Bow in favour of a hand weapon and rush forward, determined to prevent his escape.

  Turn to 22.

  148

  At length you abandon your observation: you are unable to see any sign of intelligent life in the surrounding landscape. You decide to follow a nearby stream in the hope that it will lead eventually to a river, where the chances of finding a village or settlement should be higher.

  Turn to 248.

  149

  With a haunting scream, the evil shadows fade and dissolve in the swirling clouds. A loud wind whistles in your ears, carrying the mournful sound of a tolling bell. At the centre of the cloud a ray of golden light pulses like a heartbeat in time to the chime of the bell. It draws you towards it and you cannot resist its call.

  Turn to 160.

  150

  Your Kai senses reveal that the three warriors are Meledorian scouts. They have been sent by their leader, Lorkon Ironheart, to meet you en route and escort you directly to his headquarters.

  If you wish to make your presence known to them, turn to 189.

  If you wish to approach them under cover of the trees, turn to 330.

  151

  You aim for the weakest part of his armour, where his chainmail vest joins the bevor of his helmet, and release your straining bowstring. But the warrior has the reactions of a young leopard: he senses that he is vulnerable to your Arrow and twists aside to avoid it.

  Pick a number from the Random Number Table and add to it any missile bonuses you may have.

  If your total is now 0–4, turn to 147.

  If it is 5–8, turn to 326.

  If it is 9 or more, turn to 17.

  152

  ‘Come, let me show you some of the wonders of my realm,’ says the Beholder, as the great black door swings slowly shut. ‘It is so rare that I am able to entertain a guest, I would deem it an honour if you would accept my invitation.’

  With the only exit from the chamber now sealed off you have no option but to accept, yet his politeness makes you feel uneasy. You are his prisoner, yet he speaks to you as if you were free to leave at any time.

  Turn to 164.

  153

  You are eager to put a good distance between yourself and the monolith, so you decide to run beside the stream for as long as your legs will allow. Time passes rapidly, although the terrain changes very little until you reach a line of low hills, spread out before you like a sleeping colossus. Here a path ascends from the bank of the stream to the crest of the hill and you follow it. On reaching the crest you stare down at a remarkable and daunting sight.

  Turn to 186.

  154

  The chamber is filled with valuable tapestries and furnishings, but there is little that can be carried out with ease. Certain that you have overlooked nothing of practical value, you head for the roof in order to spy on the surrounding Chaos-creatures.

  Turn to 27.

  155

  With almost casual stealth you unsheathe a weapon and hold it poised to strike. The creature is close: you can sense it getting ready to attack. There is a rustle of fur. Swiftly you raise your legs to avoid the sweeping lunge of two hairy, clawed paws. Then you strike a blow that carves a crimson wedge from its ugly snout. The creature gives a gurgling scream and scrambles through the hole, driven by pain and its blind lust for revenge.

  Agtah: COMBAT SKILL 21 ENDURANCE 27

  This creature is immune to Mindblast (but not Psi-surge).

  If you win the combat, turn to 289.

  156

  Having listened to your explanation the giants react with scepticism, but, despite their doubts, they are clearly fascinated by your appearance and the sound of your voice. ‘We are the Yoacor,’ says the leader, proudly. ‘We are the Lords of Yanis — the Shining City — and masters of the Abaxial of Czenos. Come, we will take you to our realm where you may tell your strange story to the Beholder. He will divine its worth.’

  He beckons you to approach his dragonmount and you step forward. The thought of being left marooned in this wilderness is all you need to persuade you to obey his command.

  Turn to 205.

  157

  There are very few places on this desolate plain that offer cover from the air. You run towards the nearest — a group of boulders — and curl up among them in the hope that you will escape the Zhengha's wicked gaze.

  Pick a number from the Random Number Table. If you have the Magnakai Discipline of Invisibility, add 1 to this number for every Magnakai Discipline you possess.

  If your total is now 0–8, turn to 349.

  If it is 9 or more, turn to 230.

  158

  You watch T'uk T'ron and the driver scurry across the planks, using the parapet of the bridge as cover. They reach the centre and are examining the damage when a chilling scream, like the baying of a crazed wolf pack, echoes from the trees. Grey shapes jostle in the shadows and your heart freezes in a moment of horror as they advance into the light.

  Illustration IX—Grotesque Agtah monsters stagger from the trees on both sides of the bridge.

  Lumbering hordes of twisted shapes stagger from the trees on both sides of the bridge. They appear to be neither human nor animal but a ghastly fusion of the two. Their heads are of differing types: some are like cats with huge, green eyes; some are like boars with snouts and twisting tusks; others have rams' heads, sabre-toothed and riddled with decay. The Ookor guards tremble with fear and whisper the word ‘Agtah’ as these monstrosities draw closer.

  If you have a Bow and wish to use it, turn to 77.

  If you wish to draw a hand weapon and prepare to defend yourself, turn to 226.

  If you choose to leave the chariot and join T'uk T'ron on the bridge, turn to 335.

  159

  A wave of psychic energy rushes through your mind, washing across your thoughts, searching for some sign of hostile intent. You resist the intrusion and the wave quickly recedes.

  Turn to 314.

  160

  Slowly the clouds separate, and a tall tower of glistening white stone looms before you. A globe of golden light hangs suspended in mid-air above its conical roof, pulsating with heat and radiating power like a tiny, new-born sun.

  Its comforting warmth draws you towards an open portal at the side of the tower. Beyond it you see a dark tunnel that descends towards a speck of misty yellow light.

  If you have completed the Lore-circle of the Spirit, turn to 312.

  If not, turn to 106.

  161

  A low, croaking growl issues from the far side of the cavern and suddenly two slits appear, from which a baleful orange light radiates. With bated breath you watch a shape emerge from the shadows: a long, scaly form with short legs and a lizard-like head. The outline of its body, perfectly camouflaged against the red volcanic rock, pulses like a heartbeat as it awakens from its slumber. It swivels its horny head and fixes you with an alien gaze, its snake-like eyes glittering with malice.

  If you have the Magnakai Discipline of Animal Control and have reached the rank of Primate or higher, turn to 13.

  If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 271.

  162

  Your killing blow almost severs the Tazgar's head and sends the vile creature spinning wildly into the trees amid a spray of its own foul blood. Without waiting to discover if it was the only one of its kind, you sheathe your weapon and hurry away from the clearing.

  Turn to 138.

  163

  The berry-like growths smell swee
t and succulent. They awaken your appetite and remind you that your last meal was several hours ago.

  If you wish to eat a handful of these orange berries, turn to 234.

  If you decide to ignore your hunger and press on, turn to 247.

  164

  You walk beside the Beholder along a corridor which leads to a vast, circular gallery. At its centre stands a towering, bell-shaped vessel made out of transparent, glass-like material and filled with a huge, seething ball of fire. Its brilliant light illuminates some strange equipment standing against the walls and cluttering the tables, but little of its heat radiates into the room. You pass on until you come to another gallery which is floored with shining steel like a gigantic mirror. The domed roof is lost in the dim shadows, but at its centre you notice a tiny, disc-shaped portal. The Beholder glances at a row of crystals embedded in the wall and they glow in response to his psychic commands.

  ‘I am called the Beholder,’ he says, his thin voice echoing loudly in the emptiness of the dome. ‘I observe all that transpires in the Daziarn. I saw your arrival upon the Zhamin Plateau and I know from whence you came. So few of your kind survive transference that I abandoned all hope of meeting you. Indeed had you not met with one of my hunting parties your bones would now lie bleaching upon the sands of that arid plain. It seems that you are by nature a survivor.’

  Suddenly a swirling column of light appears, projected from the disc in the centre of the dome. It casts a pool of brilliance in the middle of the gallery and gradually widens until it encompasses the whole floor.

  ‘Come, observe, and perhaps you will learn the nature of your new world. For you will need to adapt if you are to survive here … for the rest of your life.’

  Turn to 268.

  165

  You claw the mud from your eyes to see the onipa team veer away from the river just in time to save the chariot from a watery end. It comes to an abrupt stop within inches of the river's edge and, as you wade towards it, T'uk T'ron and his driver appear above the rim of the platform and stare at you, glassy-eyed with shock. The other chariots draw to a halt behind and T'uk T'ron's chariot is hauled out of the mud. As they are steering it back onto the road, you notice that the centre of the bridge is damaged. Some of the planks have been torn up and left strewn across the surface, crudely disguising the gaping hole. Quickly you rejoin T'uk T'ron in the chariot and inform him of what you have seen.

  If you have the Magnakai Discipline of Pathsmanship and have reached the Kai rank of Tutelary, turn to 69.

  If you do not possess this skill, or if you have yet to reach this level of Magnakai training, turn to 196.

  166

  As you run across the tangled and broken ground towards Baylon's tomb you are assailed by two Agtah wielding large chunks of masonry. Swiftly you dispatch them with two well placed blows and reach the tomb unscathed. There you find that the lock which secures the door is similar in design to that of the Grand Sepulchre. As before, there are three groups of symbols and one blank square, although the symbols inscribed here are quite different from those that confronted you at the Grand Sepulchre. They look like this:

  By inscribing the correct symbols in the soft surface of the blank square you will cause the door to open.

  If you possess the Magnakai Discipline of Pathsmanship or Divination, turn to 197.

  If you possess neither of these skills, turn to 315.

  167

  Drawing on your mastery of Invisibility, you use your skills to evade the searching eyes of these strange anthropoid creatures. They pass within a few feet of you but fail to detect your presence. Only when you are sure that the coast is clear do you leave your hiding place and hurry away from the monolith and its protectors.

  Turn to 153.

  168

  A clacking of fangs and a cold, ophidian smell serve to warn you that a gigantic serpent is advancing towards the landing, attracted by the promising warmth and scent of your body. It is moving very quickly and you realize at once that your only hope of evading it is to delay its advance.

  If you possess a minimum of 4 Meals, turn to 12.

  If you do not possess this amount of food, turn to 327.

  169

  With your forefinger you draw the symbols in the doughy material and push against the mighty door, expecting it to rumble open. The portal remains firm and your inscription begins to fade until there is no trace of it at all. The rush of fearful premonition steals your breath away seconds before a massive charge of crackling power leaps from above the door and stabs you viciously in the chest: lose 10 ENDURANCE points.

  If you survive this serious wounding, turn back to 25 and study the remaining symbols very carefully before you attempt to open the door again.

  170

  Warily you enter the room, noting that in spite of a lack of windows and torches it is bathed in a warm amber light. The opalescent glow pours from the walls themselves, illuminating a table set with colourful food and a huge, cushioned divan standing beside it. The oversize Yoacor furniture makes you feel like a small child exploring a dining chamber for adults, but your hunger soon quells your unease and entices you towards the table. You are very hungry after your long flight to Yanis and must now eat a Meal or lose 3 ENDURANCE points.

  If you have the Magnakai Discipline of Curing, turn to 78.

  If you wish to eat some of the Yoacor food, turn to 119.

  If you choose to eat a Meal from your Backpack, or decide to go without food altogether (remember to deduct 3 ENDURANCE points), turn to 231.

  171

  Your Arrow misses its mark by an inch and dents the plate that protects the bridge of the warrior's nose. The metal buckles and cuts his face, momentarily stunning him, but it does not prevent him from scooping the Lorestones into a small velvet sack, which hangs from his sword belt. Quickly you shoulder your Bow in favour of a hand weapon and rush forward to prevent his escape.

  Turn to 97.

  172

  The cards you have chosen have three colourful symbols embossed on their leather-like surface. The first shows a black bird, the second a tree, and the third shows two swords crossed over a blazing fire. The old Ookor traces a crooked finger around the cards and mutters continually under her breath. T'uk T'ron leans forward and tries to translate her mumblings.

  ‘She say that you have an enemy in the skies. He come to nest in trees and fight with you. He not win fight but you not win fight either. You must beware this enemy for he will not rest until you die.’

  Turn to 96.

  173

  Lorkon orders that word of the victory be sent immediately to his people, and commands that a celebration be held in your honour. But the urgency of your quest prompts you to forego the festivities and begin your journey to Haagadar at once. Lorkon understands your need to make haste and offers to help you by assigning another scout to guide you through the Nahgoth to the Plain of Guakor.

  If you wish to accept Lorkon's offer of help, turn to 5.

  If you choose to continue your quest alone, turn to 183.

  174

  The unexpected speed and intensity of the Beholder's psychic intrusion leaves you fumbling for defence. You draw on your psychic reserves and manage to erect a thought-wall to protect your nervous system, but it is too late to prevent the Beholder from scanning your mind: lose 1 ENDURANCE point.

  Then, with a blink of his eyes, he ceases his psychic probing and a smile spreads slowly across his withered grey face.

  Turn to 23.

  175

  The ghosts dissolve into the mists and a strange serenity soothes your tortured mind. New forms are taking shape now. They fill the scope of your vision with memories of events that occurred long ago. You see the smiling faces of your mother and father; the village of Dage, where you lived before you entered the Kai Monastery; your sister Kari calling you in for supper at the close of a warm summer's day; and the sad memory of your brother Jen, who gave his life to save yours when, on your sixth birthday,
you slipped and fell into the River Tor.

  With amazement you watch as the patchwork parade of recollections continues to unfold, and slowly a realization of their meaning crystallizes in your mind. These people and events have all played their part, be it great or small, in the shaping of your destiny.

  Turn to 100.

  176

  As the clangour of arms and the ghastly howl of the attacking Chaos-creatures grow in pitch and fervour, you work feverishly to reposition the planks and make the bridge secure for the chariots to cross. Most of the damage is superficial but one stout beam that has been pulled out of place is a vital support. Without it the centre would be sure to collapse under the weight of the heavy bronze chariots.

  You struggle to push it back into position but it refuses to budge.

  If you possess the Magnakai Discipline of Nexus, turn to 29.

  If you do not possess this skill, turn to 134.

  177

  The statue is wrapped in a thin, silvery blanket of metal, its crumpled surface reflecting a glittering mosaic of light upon the rough rock walls. Carefully you peel away the metal sheeting to discover that the statue is no more than a tangle of mouldering bones, the remains of a creature long deceased. Judging by the size of the skeleton, this creature must have stood almost nine feet tall.