The Hunger of Sejanoz (17 page)

Read The Hunger of Sejanoz Online

Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

BOOK: The Hunger of Sejanoz
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178

You dismount and approach the troopers who are attempting to remove the damaged wheel. They are glad to let you take charge of the repair, and you start by sending three of them off in search of something that can be used as a prop for the vehicle's axle. They return shortly with the bough of a plains pine that they have found lying by the highway. This bough is heavy, and they are struggling under its weight, so you help them bring it back to the carriage.

If you possess Deliverance and have reached the rank of Kai Grand Defender,
turn to 15
.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery,
turn to 95
.

179

You use the Brotherhood Spell
Lightning Hand
to set the tent ablaze. As the fire spreads, it fills the command post with clouds of dense grey smoke. Before very long the Bhanarian commander and his four bodyguards come staggering out into the open, gasping for breath, and at this moment you lead the attack with your stirring battle-cry: ‘For Sommerlund and the Kai!’

Illustration XII
—The Bhanarians stagger from their burning command tent.

Bhanarian Cavalry Command:
COMBAT SKILL
 48   
ENDURANCE
 50

You may add 3 to your
COMBAT SKILL
for the duration of this combat, for you have three Chai troopers fighting by your side.

If you win the combat,
turn to 150
.

180

You sprint away from the exploding geyser and reach an area of dry ground, but the scalding water that showered you leaves your exposed flesh swollen and blistered: lose 5
ENDURANCE
points.

You are only just recovering from your injuries when you are distracted by the sound of a fearful scream.

Turn to 44
.

181

Chan is persuaded by your argument. Quickly you both dismount and sprint for the trees. As you crash through the frosted undergrowth, you suddenly hear a plaintive cry from the horses. You glance back and, to your horror, you see that both of your mounts now lie frozen and lifeless upon the highway.

One of the ice-fiends turns its head towards you and holds you with its terrifying eyes. In the next instant, it belches forth a cone of ice that hurtles towards you like a huge crossbow bolt. Instinctively you throw yourself to the ground to avoid being struck by this monstrous missile.

Pick a number from the
Random Number Table
. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

If your total score is now 4 or lower,
turn to 75
.

If it is 5–7,
turn to 169
.

If it is 8 or higher,
turn to 35
.

182

Once Yeng and his men have departed, you join Captain Chan at a small campfire and share with him an evening meal. The captain is unusually quiet; it is as if he is brooding over an unresolved problem. You ask him if he is angry that you did not volunteer to lead the scouting party, and he replies: ‘No, Grand Master. Not at all. I was just thinking about my family. They are in Pensei … and I fear for their safety.’

You try to reassure the captain by telling him that when the caravan reaches Tazhan, the Khea-khan will rally the New Kingdom armies and return to rid Chai of its tyrannical neighbour. Chan seems cheered by your assurances and he is soon back to his talkative self. You are finishing your meal when Sergeant Yeng and the scouting party return to the encampment. They have with them something that is causing a stir among the nervous courtiers.

To continue,
turn to 198
.

183

You see six swarthy-faced tomb robbers emerge from the crypt. They are carrying sacks filled to bursting with stolen burial ornaments and treasures. As they clumsily load their ill-gotten gains onto their wagon, you move closer and take cover behind a fan-shaped tombstone. Suddenly the ground shifts beneath your feet and you feel yourself sinking. As you grab the tombstone to steady yourself, you let slip a stifled cry of alarm. To your dismay, the robbers hear your cry and come rushing into the graveyard to investigate.

Turn to 225
.

184

You are left alone at the main gate, peering through an arrow slit at the enemy line. Your heart pounds as you wait for the Bhanarians to withdraw their armoured shield-wagon, for you expect to find yourself staring directly into the muzzle of their formidable steam-cannon. But when the wagon is finally drawn aside, you are shocked and surprised by what you see.

Turn to 197
.

185

You recite the words of the Brotherhood Spell
Counterspell
, and direct its powers at the concealed trapdoor. There is a sudden and unexpectedly violent reaction as your Brotherhood Spell triggers a booby trap placed here by a sorcerer, hundreds of years ago, to keep this portal secure. You are blinded by an explosion of hissing sparks, and you suffer flash burns to your face and hands: lose 4
ENDURANCE
points.

(If you possess Deliverance, you may reduce the damage you have suffered by half, i.e. 2
ENDURANCE
points.)

To continue,
turn to 265
.

186

Before you release your bowstring, you cast the Old Kingdom Spell
Penetrate
upon your Arrow. Then you let fly and send your magically-enhanced missile arcing towards the Bhanarian signalman. He hears its approaching whistle and ducks below the parapet, but the shaft punches its way clean through the planks behind which he has taken cover. There is a scream of pain; then moments later you see him tumble to the ground with your Arrow embedded deeply in his chest.

To continue,
turn to 195
.

187

‘Very well, Grand Master,’ says Chan, a little disappointedly. ‘As you wish. But please excuse me while I go to the armoury myself. The Imperial Caravan will leave shortly from the palace courtyard. I shall meet you there in twenty minutes' time.’

After bowing respectfully to the Khea-khan, Chan strides out of the throne room and disappears along the corridor beyond. Nearby, a group of silk-robed courtiers are gathering up hundreds of Chai court scrolls and other papers of state. You volunteer to help them place these valuable manuscripts into wickerwork baskets, and then carry them outside to the Imperial Caravan in readiness for the long journey east.

The caravan consists of three large carriages, each drawn by a team of eight horses, plus an escort of twenty Imperial Cavalry troopers clad in plain crimson tunics. The golden ornamentation that once embellished the state carriages has been stripped away, and their fine lacquered sides have been painted a dun brown to camouflage their true origins. You approve of their ordinary appearance for it will be far less likely to attract unwanted attention on the long road ahead.

You are helping to load the baskets of papers into the last of the carriages when Captain Chan arrives, fresh from his visit to the armoury. You notice that he is now wearing a waistcoat of golden mail, called an
ang'sei
, and he is carrying a halberd-like spear called a
kirusami
. With a deft flick of this fine weapon he motions to a stable guard to bring him his horse — a proud stable stallion. The young guardsman also brings an additional mount, a dappled chestnut mare, and he hands the reins of this horse to you.

‘We'll ride together, my lord,’ says Chan, as he settles himself into the saddle. You mount your horse, and then together you watch in silence as the aged Khea-khan and his family arrive in the courtyard. Devoted attendants usher them into the middle carriage, and as soon as the doors are closed, Chan gives the signal for the column to move off. Slowly the carriages trundle through the gates of the Imperial Palace and out into the city beyond. You and Chan follow behind the third carriage, and as you ride through the gates, the last sound you hear is the gentle sobbing of the Khea-khan's palace servants, those he has had to leave behind.

To continue,
turn to 58
.

188

You launch a Mindblast at the warrior that stuns him momentarily. The swift use of your psychic skills buys you precious moments in which you are able to unsheathe your Kai Weapon and strike the sorcerous stave from out of his hands. He curses you as he reaches for his trusty battle-axe, hanging by a loop from his gem-studded belt.

To continue,
turn to 50
.

189

Vannar delves among the pile of rags that litter the floor and produces a gleaming arrow, crafted of pure korlinium. Even in the poor light of this cell, the missile shimmers and gleams, radiating all of the colours of the rainbow. Its halo of light reveals its sorcerous origins.

‘This was crafted by the Elder Magi millennia ago. It harbours the power to slay the vampire, Lord Sejanoz. This is the reason why he would send his agents to pursue me, if he knew where I was.’

Illustration XIII
—Vannar passes you the gleaming Arrow of Atonement.

You are impressed by the wondrous arrow, and you ask Vannar what he intends to do with it. He surprises you with his forthright reply.

Turn to 267
.

190

You take the dice and breathe on them. Then you toss them to the ground and Chan leans forward, eager to decipher their meaning.

‘You will face many challenges and many battles, my lord,’ he says, thoughtfully, ‘but a glorious victory shall be yours. Yet you must beware the cold. A freezing death is your greatest peril.’

It strikes you as odd that Chan should interpret the dice in this way, and the risk of freezing to death in the middle of summer seems a remote possibility. But you accept his reading in good spirit and he is pleased by your favourable reaction. He offers the Xi-die to you as a present, a token of his respect for your reputation and your innate Kai skills.

If you wish to accept Chan's gift, record the Xi-die on your
Action Chart
as a Special Item that you keep in the pocket of your tunic. You need not discard another Special Item if you already hold the maximum number permissible.

To continue,
turn to 204
.

191

The vile gas makes you cough and retch, but your Kai Mastery neutralizes the toxins that have entered your lungs, and the discomfort soon passes.

Your order Princess Mitzu to help her father to safety. You fear that the gas will swiftly be fatal to the aged Khea-khan if he should inhale its poisonous vapours. The brave Princess obeys your command. As she helps her father to reach the far end of the burial crypt, you run through the poison cloud and set off in determined pursuit of the tyrant and his young hostage.

Turn to 6
.

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