The Kingdoms of Terror (12 page)

Read The Kingdoms of Terror Online

Authors: Joe Dever

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

BOOK: The Kingdoms of Terror
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141

Cyrilus offers to stay and look after the horses while you take part in the contest. He says that archery holds no interest for him, but you suspect this is just an excuse to take an afternoon nap. You hand him the reins of your horse and hurry to join a line of men waiting to enter the tournament field.

The event reminds you of a Sommlending village pageant and the jugglers, the dancers, and the numerous sideshows all add to the festive spirit. Eventually, you reach the gate where a cheerful old lady is collecting the 2 Gold Crowns entrance fee. You hand over your Crowns (remember to mark these off on your
Action Chart
) and enter a large tent where the other competitors are stringing their bows.

If you have a Bow,
turn to 340
.

If you do not have a Bow,
turn to 18
.

142

The blade whistles towards your chest. You throw yourself to the deck — but are your reactions fast enough to save you from this deadly blade?

Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Nexus or Divination, deduct 2 from the number you have picked. If you possess a shield, deduct 3 from the number you have picked.

If your total is now 4 or less,
turn to 184
.

If it is now 5 or more,
turn to 51
.

143

You have ridden less than a mile when the surface of the highway changes from cobblestones to flattened earth. There are no fresh tracks in this earth, so the riders cannot have left the village by this road.

If you wish to ride back to the village,
turn to 52
.

If you wish to hide in the trees bordering the highway to wait and see if the riders show themselves,
turn to 196
.

If you wish to return to the junction and take the hill track,
turn to 241
.

144

The dormitory is a long, narrow, low-ceilinged hall at the rear of the tavern, full of snoring mercenaries and the smell of stale sweat. You pick a straw mattress next to a window, braving the cold draught whipping through its shattered pane; at least this carries away the foul air.

In the middle of the night you are woken by a bright light. A shooting star of sun-like brilliance arcs over the city, shedding a rainbow of colour over the drab dormitory. You watch as the star slowly disappears before settling down once more to your much needed rest. It seems as if you have only just closed your eyes when the loud and loathsome
clang
of the dormitory bell fills your ears.

‘All awake! All awake! A new day dawns, my fine brave lads!’ The voice of the tavern-keeper is echoed by the groans of a hundred bleary-eyed soldiers, as they drag themselves coughing and wheezing from their beds.

You dress, gather your equipment, and collect your horse from the stable. However, it is not until you are studying the route to Brass Street that you discover that an item is missing from your Backpack; it was stolen during the night. Erase one Backpack Item of your choice from your
Action Chart
before setting off for Brass Street.

Turn to 300
.

145

The survivors flee into the dark, leaving their leader and over half their number lying dead at your feet. Leaning down from the saddle, you snatch a pouch that hangs from the dead leader's belt. It contains 12 Gold Crowns and a Ruby Ring. You may keep the Crowns and the Ring. If you take the Ring, mark it on your
Action Chart
as a Special Item which is to be carried in your pocket.

You hear the crunch of boots on stone as a group of soldiers tramp up the street from the river, moving disdainfully through the crowds of people that have gathered to watch. Sheathing your blood-smeared weapon, you rein your horse about to take off along the darkening street.

Turn to 289
.

146

By noon, the hills lie far behind, and you catch your first sight of the snow-capped Ceners. To the south, nestling at the foot of this mountain range, is Amory. You are tired after your ride, but you know you must press on if you are to reach the town by nightfall. You reach a junction where a stone signpost indicates two directions: northwest to Soren and south to Amory. Both towns lie exactly 25 miles from this point. You are hungry and must now eat a Meal or lose 3
ENDURANCE
points.

If you wish to continue your ride to Amory,
turn to 96
.

If you wish to change direction and head for Soren,
turn to 247
.

147

The street is narrow and crowded with all manner of fighting men: mercenaries from the south who have come to Varetta in search of employment. They fill the tiny alleyways that branch off from the main street, and the air is full with their noisy banter. The smell of food mingles with the odour of sweat and leather, and flickering lanterns swing in the chill night breeze. Nobody pays attention to you, and you follow the winding cobblestones without any hindrance until you reach a magnificent half-timbered building. Large bow windows display an eye-catching assortment of creatures of all shapes and sizes, stuffed or mounted on wooden plaques. A sign by the door reads:

CHANDA — TAXIDERMIST

If you wish to dismount and enter this fascinating shop,
turn to 121
.

If you wish to continue along the winding street,
turn to 279
.

148

‘If you will not part with the bow, then perhaps you have something else of value that will persuade me to part with my horse?’ he says, shrewdly.

Altan will accept either 2 Special Items or 20 Gold Crowns in exchange for his horse.

If you agree to his proposal,
turn to 212
.

If you cannot, or do not wish to, agree to his proposal,
turn to 176
.

149

‘May I offer you some refreshment before you leave? I can see by the dust on your tunic that you have travelled far today.’ The man brings forward a silver tray on which stand a ruby glass decanter and two crystal goblets. He fills the goblets with wine and offers one to you.

If you wish to accept his generous offer, take the goblet and
turn to 228
.

If you wish to decline his offer and leave the taxidermy,
turn to 279
.

150

Your horse is hit and mortally wounded. It stumbles, and in the shrieking press of horses and men, you are barged aside and thrown over the stone parapet of the bridge. You hit the water head-first and are swept away by the powerful current of the River Quarl.

Turn to 306
.

151

The narrow street begins its steep descent towards the wharves and huge warehouses that line the River Quarl. The sun is now below the horizon and lanterns are being lit in the twisting alleys and passages of the dingy town. From open alehouse doors the red glare of roaring fires colours the oily black cobblestones.

You have been riding for barely a minute when the street ahead is blocked by a procession of men, advancing up the hill towards you. They are dressed in red cloaks with black hoods and carry large scarlet candles, which flicker in the chill evening breeze.

Illustration X
—‘Are you a believer or an unbeliever?’

Their leader is a tall man with hard grey eyes. He fixes you with a stare and slowly raises his hands; the procession halts. ‘Are you a believer or an unbeliever?’ he cries, his voice as piercing as his stare.

If you have ever been to the buried temple of Maaken,
turn to 294
.

If you wish to answer ‘believer’,
turn to 108
.

If you wish to answer ‘unbeliever’,
turn to 67
.

152

You agree to meet the captain in the apothecary in one hour's time before beginning your exploration of Luyen. Further along the street you notice a dusty shop window full of weapons. Above the door you see a sign.

DEMICO'S WEAPONSHOP — All Weapons Bought & Sold

If you wish to enter this second-hand weapons shop,
turn to 98
.

If you would rather continue along the street,
turn to 275
.

153

The bolt screams through the air and hits you from the side, tearing a furrow of skin and muscle from your ribs before embedding itself in the side of the log hut. (You lose 5
ENDURANCE
points.) Stifling a cry of pain, you stagger towards your horse. The warrior has discarded his empty crossbow and is now spurring his mount across the bridge in pursuit of his companions.

If you have a Bow,
turn to 178
.

If you do not have a Bow and have to mount your horse and give chase,
turn to 39
.

154

The man grasps the woman by the wrist and uncovers the arm cradled around her baby. Clasped between her fingers is a hat pin with which she pricks the baby's skin to make it cry.

‘You'll be beggin' in the streets yourself before dawn if you be taken in b'likes of her,’ he says.

The woman pulls free from his grasp, curses, and disappears among the scruffy crowd of mercenaries wandering the street.

‘Who d'you serve?’ asks the man, his brutal face framed by a closely cropped red beard, ‘or d'you come in search of a captain, eh?’

If you wish to talk to this man,
turn to 181
.

If you wish to ignore him and ride off,
turn to 279
.

155

You release the Arrow, but it narrowly misses its target and clatters harmlessly against the chapel wall. The creature is now upon you, and there is no time to draw another weapon.

Yawshath:
COMBAT SKILL
 22   
ENDURANCE
 38

You must fight the first round of combat with your bare hands (deduct 4 points from your
COMBAT SKILL
for this round only). At the start of the second round, you may draw a weapon (if you have one), and fight the creature normally. If you survive 4 rounds of combat, you can evade the Yawshath by escaping through the archway by which you entered the chapel.

If you survive 4 rounds of combat and wish to evade,
turn to 305
.

If you win the combat,
turn to 112
.

156

Only brute force will break the seal of encrusted filth and open the door.

Sewer Door:
COMBAT SKILL
 13   
ENDURANCE
(
RESISTANCE
points) 35

To break open the door, you should follow the normal combat rules. Any
ENDURANCE
points that you lose during this ‘combat’ represent the fatigue you suffer as you hack and batter the door.

If you wish to cease ‘combat’ at any time and continue along the sewer,
turn to 339
.

If you reduce the door's RESISTANCE (
ENDURANCE
) to 0,
turn to 200
.

157

The food tastes even better than it smells (restore 1
ENDURANCE
point). If you wish, you may also take enough bread for up to 2 Meals. Remember to make the necessary adjustment to your
Action Chart
.

You are about to walk around the counter to examine the back room when you hear a faint cry for help. It is Cyrilus — he is in trouble.

Turn to 317
.

158

The passage leads to a vaulted cellar, as cold and as silent as a tomb. Gwynian talks with his brothers who then hurry off towards a distant portal. As they disappear into the dark, he returns to your side, his face sombre but composed.

‘The Lorestone of Varetta is hidden in the crypt of the cathedral of Tekaro. This key will unlock the tomb in which it lies.’ He produces a Small Silver Key from his sleeve and gives it to you.

‘My brothers will provide a swift horse for your journey. When the observatory clock strikes midnight, enter the portal and follow the passage to the end. It passes beneath the city wall, and your horse will be waiting where the passage comes to the surface. You are welcome to take any items you require from this cellar that may be of use to you on your quest. May the gods protect you, Lone Wolf.’ You nod your thanks and watch as Gwynian disappears into the portal.

The cellar is well stocked with provisions and you find the following items that could be of use on your journey to Tekaro:

  • Quarterstaff
  • Enough food for 3 Meals
  • Mace
  • Brass Whistle (Special Item)
  • Rope
  • Short Sword

Together with the Small Silver Key that Gwynian gave you (mark this as a Special Item that you keep in your pocket), you collect together all the items you wish to keep and settle down for the long wait till midnight.

Turn to 175
.

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