Read The Eye of Winter's Fury Online
Authors: Michael J. Ward
Tags: #Sci Fi & Fantasy, #Fantasy, #Fiction & Literature
If you manage to defeat the giant maggot, turn to
748
. (If you are defeated, remember to record your defeat as normal on your hero sheet, then turn to
770
.)
604
A confined metal space filled with flame and exploding glass – not an appealing prospect. You decide to leave the store and head back out into the snow-whipped gale. (The White Wolf Trading Post is no longer available – you cannot visit this location again during Act 1 of your adventure and any items that were stored in your locker are now lost.) Make a note of the keyword
ashes
, then return to the quest map.
605
‘Think I’d fall for that one?’ growls the guard, snatching you by the collar. ‘She ain’t got a tab ’ere, the ladies ain’t payin’ for nothing. And you’re a dirty liar.’
There are gasps and cries from the party-goers as they watch the guard drag you back into the taproom of the Coracle. He gives you a final shove before turning and heading back into the private room. It appears your attempt to get inside the cellar has failed. Turn to
80
.
The north has become a land of extremes. Its howling winds remain as cold and savage as ever, pushing against you every step of the way, seeking to grind you into submission.
And yet, all around you is desert.
There is no snow or ice, only a dry red dust. In places the ground is warm underfoot, as if some terrible heat is throbbing below the surface, eager to break free. Perhaps it is the serpent – the creature known as Jormungdar.
For days you have sighted no other living creature, only bones. Some were goblin, others larger – perhaps giant or troll. You wonder if the same fate will be shared by your companions. The barren desolation offers up no food or water. The few pools that you have come across have been filled with stagnant, acrid water. Anise and Skoll are suffering. You can see it in their drawn features, their weary stumbling strides. The last of the food has run out, and it seems there is little hope of finding more.
At last the seemingly endless plain breaks into a boulder-strewn slope which continues to rise, forming a high cliff wall. You climb it with difficulty, the rock constantly crumbling and sliding beneath you, until you finally reach the summit – a thin edge of bare ground, dotted with scraggly bush.
Squinting in the torpid light, you find the new elevation provides a perfect view over the low-lying clouds, to where a single mountain
looms high in the distance – a huge peak of red-coloured rock. A greenish light flickers around its summit, almost like a candle-flame or a beacon.
‘That’s it . . . Mount Skringskal.’ Skoll is still puffing from the climb, but he manages a contented smile. ‘At last, we can remake the shield.’
Then the wind shifts direction, gusting the clouds eastwards, thinning them to ghostly ribbons. An act of nature’s cruelness perhaps, as the true scene before you is gradually unveiled.
The three of you stare, blank and hopeless, at the colossal rift that has swept away the land. Rocks and larger bodies of earth hang suspended in the void, floating as if trapped in time, blown skywards and then frozen in situ. They form a chain of islands stretching for miles across the chasm, to where the mountain itself hovers in the empty space, its foundations ripped free from whatever land had once existed here, leaving it detached and unreachable.
‘No . . .’ Skoll shakes his head, disbelieving what his eyes are seeing. ‘The mountain . . .’
You stare at him accusingly.
‘It wasn’t like this,’ he breathes. ‘The land . . . the tremors. Everything has changed since last I was here.’
You look back at the distant mountain, floating in the air by some act of magic. ‘Evidently.’
‘We’ve come too far.’ Anise sags to the ground with exhaustion. ‘We have to find a way. There must be a way . . .’
If you have the
captain’s conch
and wish to summon
Naglfar
, turn to
671
. If you have the
dragon’s horn
and would prefer to summon Nidhogg, turn to
759
. If you have neither item, then you currently have no means of navigating the rift. Return to the quest map to continue your journey.
607
Sura takes the staff from you, tossing it into the snow. ‘No need for that. Now, step into the circle.’
You follow the woman’s instruction. As you take your position at the centre of the runes, you feel a sudden prickling along your skin. It is as if a door to the Norr has been flung open and its freezing chill has
flooded into you, turning your limbs to ice. You give a startled gasp, your throat clicking as it involuntarily constricts.
‘Calm yourself!’ Sura takes a step away, a sudden wariness to her manner. ‘Find Nanuk, the link that makes you as one. Then pull him in. Let him inside!’
You reach out with your mind, sensing for the bear. Then you feel his shadow pass over you, a rush of energy so fast and powerful that it throws you to your knees. Your jaws are wrenched open, a gargling scream dying on your lips – becoming a thunderous, echoing roar.
You feel yourself blacking out, losing yourself to the agony that spears into your soul.
‘Fight it!’ You hear Sura shout desperately.
You shake your head, trying to release the pain, the throbbing agony. Black hairs are bursting up out of your skin – you feel your jaw bones stretching forward, fangs ripping from your gums. As you scrabble in the snow you see fingers becoming claws, the palms widening into massive paws.
‘Control it! The bear is inside you – do not lose yourself to him!’
You throw back your head as your spine rips out from your armour, bulging with thick bands of muscle. Then you fall forward once again, landing on four powerful paws, their huge claws sliding deep into the snow.
You give a whining growl, pushing your mind forward – taking control of your body once again, slipping into it like a hand inside a new glove.
Sura nods approvingly. ‘The old tales return. A were-bear. Like the first warriors of Helvsgard. Truly, you are the one to lead us.’
The were has the following special abilities:
Shape shift (co):
Instead of rolling for a damage score, you can let Nanuk take full control of your body, shape shifting into a bear. This raises your
brawn
by 3 and restores 4
health
but also lowers your
armour
to zero for the remainder of the combat. While in bear form, you cannot use combat abilities but you do benefit from
blood frenzy
(see below). Once you have shape shifted, you cannot change back until the combat is over.
Blood frenzy (pa):
If a
bleed
effect is in play then you may raise your
speed
by 1.
You release the magic, shifting back into your human form. You lie shivering in the snow for some minutes, curled in a ball, still racked with shock.
‘It will get easier,’ says Sura, her tone taking on its usual cold detachment. ‘But only use your power when needed. Else you may change and never find your way back.’ She reaches inside her robes, producing a knotted chain of rune-etched bear claws. ‘Take this talisman. It will help you to channel your power.’
If you wish, you may take the following item:
Altered beast
(talisman)
+1 brawn +2 health
Ability: bleed
Once you have updated your hero sheet, turn to
197
.
608
The tongue snaps around your arm, pulling you in towards the deadly array of spines. Using its own momentum against it, you throw yourself into a sprint, charging the creature. At the last moment, you spring up into the air, using one of its root-like legs as leverage to sail over the top of its head. The tongue tries to detach itself but you grip it tight, swinging yourself behind the creature, then circling it until the thorny vine is wrapped tight around its spindly body.
The creature struggles to free itself, spinning and twisting in confusion – like a cotton reel trying to unwind itself. You watch its continued torment with a cruel smile, flowing magic into your hands and along the length of your weapons. Waiting for your moment.
The creature staggers dizzily towards you. In one swift movement you swing your shoulders, weapons and magic scything through the air.
An ear-shattering shriek.
The body splinters in two, showering you in chips and globules of green ichor. The head rolls to a halt at your feet, but the legs are still moving, carrying the other half of its body on a crazy, blind dance
– before it runs into a wall, then finally crumples to the ground in a further spray of slime.
If you are a warrior, turn to
515
. If you are a rogue, turn to
408
. If you are a mage, turn to
473
.
609
‘Lost my sled to a crevasse, only had a few belongings with me – some hides, weapons, food. They got left behind when I was attacked. Prefer to keep a hold of my life, if given the choice.’
‘Perhaps we can go back and get them,’ you add encouragingly. ‘Do you remember the way?’
Caul scratches his cheek, leaving a bloody smear. ‘Perhaps I might. The caves get real twisty. I’m a good tracker, got a sixth sense when it comes to direction – but not done me much good in here. I swear, it’s like . . .’ He shudders, hugging himself against a sudden chill. ‘It’s like the caves just want you to . . . stay.’ His eyes dart nervously from side to side. When he catches your stare, he smiles awkwardly. ‘You think me crazy, I know. But you’ll see.’
Will you: | |
Ask what he knows about the caves? | 498 |
Ask why he thought you were a ghost? | 481 |
Ask if he will accompany you? | 384 |
610
You drop down into a smooth stone passageway. Behind you, the shaft is clogged with broken rock – evidently the cause of the obstruction. The lift rattles away out of sight, coming to a halt above you with an echoing boom.
Hoping you haven’t become trapped by your hair-raising efforts, you hurry along the passageway – relieved when it finally opens up into a small, rectangular chamber. An archway in the far wall leads through to another tunnel.
The room you have entered appears to be some sort of storage
room or vault – but one that has already been ransacked. Wood and metal lie strewn across the ground, the scraps hinting at chests and weapon racks. There are also some splinters of rune-covered stone, which may have once been Dwarven spell tablets.
Rifling through the debris, you manage to scrape together 25 gold crowns. You also uncover a small bronze box. It looks of Elven design, rather than Dwarven, with suns and lotus flowers adorning the sides. Someone has tried to smash the lock, damaging the lid but not succeeding in opening it. If you have a
skeleton key
, turn to
649
. Otherwise, you have no means of opening the box. Left with no other choice, you leave the box behind and head onwards. Turn to
2
.
611
‘Skoll believed you would have answers – the whereabouts of the last shield fragment.’ You look upon the strange woman, questioning your own wisdom in trusting such a being. ‘He believes the witch has a plan, to release a monster from the underworld.’
He speaks the truth. Aisa has many agents. Queen Melusine, the witch, was once like you. Her thread mirrors your own. Loneliness. Betrayal. Revenge. Aisa has pushed her down a very dark path.
‘And the shield?’ you persist. ‘We need to find the last piece.’
The woman glares at you mutely.
The demon has it. The one that holds you in thrall. I tried to safeguard it. I tried to keep it from her, but Aisa is too powerful now. You must defeat the demon. Take it from him and return to your world. You are not safe here. Not safe.
(Return to
713
to ask another question or turn to
760
to end the conversation.)
612
You place the ‘three of snakes’ on the discard pile and pick a new stone from the bag. You have gained the ‘three of crowns’.
You have the following stones:
The monk takes his turn with an almost wearisome air, tossing the stone that he picked back onto the discard pile. You wonder if he’s already got a winning hand or is simply bluffing. It is now your move.
Will you: | |
Play your current hand? | 593 |
Discard the one of crowns? | 522 |
Discard the three of swords? | 487 |
613
It is almost impossible to keep up with the fleet-footed Skard – he shifts his weight expertly, sending you stumbling and sliding over the ice in your attempts to hit him. Frustration gets the better of you, your attacks becoming more impatient and ill-timed, until you leave yourself wide open to a counter-attack.