Read The Kingdoms of Terror Online

Authors: Joe Dever

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

The Kingdoms of Terror (22 page)

BOOK: The Kingdoms of Terror
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329

A hail of arrows engulfs you, and an agonizing explosion of pain fills your head, chest, and legs. You are mortally wounded, and although you fight for your life, the struggle is soon over as you are trampled into the Tekaro Bridge by the captain's men.

Your quest and your life end here.

330

As you reach the junction with the highway, you see the riders emerging in single file behind a derelict cottage. They draw themselves into a circle in the middle of the village, and although they are out of earshot, you can tell by their movements and frantic gestures that they are having a heated argument. Suddenly, the circle breaks and they ride towards you with Cyrilus, still unconscious, in tow behind the last rider. You urge your horse off along the track and take cover among the dense trees.

If you have a Bow and want to ambush them as they ride past your hiding place,
turn to 20
.

If you wish to attack the last rider and try to recapture Cyrilus,
turn to 203
.

If you decide to let them pass and then follow them,
turn to 227
.

331

You ride all night without sleep, with only the moon to light your way and the howling wind as your companion. As the first light of dawn creeps over the horizon, you see a small village less than a mile ahead. A dog barks gruffly at you as you ride into the refuse-strewn streets, and you are forced to drive it away with the toe of your boot as it snaps persistently at your horse's hind legs.

On the far side of the village, where the highway enters a line of scattered hills, a fortified manor house stands guard. A large sign, faded by wind and rain, proclaims a curious message:

AMORY CESS — 3 GOLD CROWNS

If you wish to stop and enquire at the manor house about the meaning of the sign,
turn to 27
.

If you decide to ignore the sign and continue on your way to Amory,
turn to 146
.

332

You enter a wide street where black iron lanterns swing above the doors of shops and houses, their oily black smoke staining the walls and adding a pall of gloom to the darkening sky. The street descends towards the River Quarl, where flatboats lie moored at the rich merchant wharves. Quarlen stands at the most northerly point on the river that can be navigated by boat and barge, and it is here that the river meets the caravan routes to Casiorn and the Lastlands, so ensuring the future of the town.

At the approach to a wide stone bridge, you see an impressive-looking hostelry, with stables and outhouses. A painted shield hangs above the courtyard gate proudly displaying its name:

THE BARREL BRIDGE TAVERN

The moment you enter the courtyard, a stableboy appears from nowhere and bids you welcome. He takes charge of your horse and shows you the door to the tavern hall. It is crowded, despite the early hour, and a roaring fire blazes in its great stone hearth. The smell of roasting beef makes your mouth water, reminding you that you have not eaten today.

If you do not have any Gold Crowns,
turn to 91
.

Otherwise, if you possess the Magnakai Discipline of Pathsmanship or Divination,
turn to 346
.

If you wish to take a seat and order some food,
turn to 172
.

If you wish to approach the bar and ask about a room for the night,
turn to 232
.

333

You are about to place a Gold Crown in the woman's hand when a man appears as if from nowhere. He slaps her grubby palm with a studded gauntlet and bellows: ‘Begone, y'thievin' hag!’

The woman's eyes flash angrily as she nurses her bruised hand.

If you take exception to this and wish to attack the man,
turn to 71
.

If you wish to demand an explanation for his actions,
turn to 154
.

If you decide to ride away and avoid a confrontation,
turn to 279
.

334

A huge, lumbering monster stalks towards you. It is over ten feet high with thick, twisted, hairy limbs and eight-fingered hands tipped by razor-sharp talons. Baleful, monstrous eyes protrude from yellow slits in its glistening head, and a long reptilian tail whips behind it. Its hideous and peculiar gibbering fills the moonlit crypt as it draws nearer and nearer.

If you have a Bow and wish to use it,
turn to 209
.

If you wish to prepare for combat,
turn to 344
.

335

A loud crack echoes around the tournament field as the Jakan splits in two. The crowd howl with laughter, and even the stern-faced Altan has to try hard not to chuckle at your misfortune. The little man in the braided jacket informs you that you have lost the tournament by default and announces that Altan is the winner. As the woodsman disappears from sight amongst the teeming crowds of cheering villagers, you take the opportunity to slip away unnoticed and head back towards Cyrilus and the horses.

Turn to 33
.

336

Pushing your way through the crowds of cheering soldiers, you manage to reach a quieter corner of the tavern hall at one end of the immense bar.

If you wish to talk to one of the barmaids,
turn to 299
.

If you wish to sit at one of the tables,
turn to 316
.

337

Suddenly, a dozen grim-faced robbers spring up from behind the churchyard wall. The wounded man straightens himself and unsheathes a rusty scimitar, an evil cackle issuing from his black-toothed mouth.

The robbers vault the stone wall and run at you, brandishing their tarnished weapons above their heads.

Grave Robbers:
COMBAT SKILL
 17   
ENDURANCE
 32

Due to their numbers, you may only evade in the first round of combat.

If you wish to evade by galloping away towards the west,
turn to 191
.

If you stay and win the fight,
turn to 40
.

338

A shock awaits you at the top of the hill track. Staring down into the valley below, you see your travelling companion embroiled in a struggle with six armoured horsemen. They have him surrounded, and his attempts at resistance are short-lived. You see him struck on the back of the head and fall across the neck of his horse. A moment later the riders are galloping away with their unconscious captive, heading off along the highway to the west.

By the time you reach the base of the track, the riders are dots on the horizon. You sprint towards your horse, intent on giving chase before they disappear from view completely, and as you take hold of the reins, you notice Cyrilus' oaken staff lying on the ground. You retrieve the staff before setting off in pursuit of your companion.

Turn to 39
.

339

Slowly, the level of the sewer water begins to drop as you climb a ramp that leads to a circular vault. You stop at the edge of the vault, sensing a pit in the darkness ahead.

If you possess a Kalte Firesphere or a Torch and a Tinderbox,
turn to 80
.

If you do not have any of these items,
turn to 90
.

340

A small, flat-faced man dressed in a silver-braided jerkin enters the tent and calls for everyone's attention. Quickly, he explains the rules that govern the tournament and then ushers you onto the range. At the far end of the field is a line of targets, each with ten coloured rings marked 0–9. Each archer is given 3 arrows with which he must get a minimum score of 8 in order to qualify for the next round of the tournament.

Pick three numbers from the
Random Number Table
and add them together. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to your total.

If your total score is now 7 or less,
turn to 103
.

If your total score is now 8 or higher,
turn to 26
.

341

With your horse stabled safely in the hold of the
Kazonara
, all that remains for you to do is find your cabin. This proves to be a tiny room at the bow, but at least it has a comfortable bunk and you fall asleep as soon as your head touches the feather pillow.

You wake an hour after dawn and peer out of the circular porthole at the shadowy river bank. Drizzle obscures all detail and the sky is tinged with grey. As day approaches, the river mist grows thicker and whiter and you go up on deck. The captain stands alone at the rail, the shoulders of his leather cloak soaked by the cold drizzle. He nods a welcome and points to the Cener Mountains now hidden in the mist.

‘This foul weather robs us of landmarks, but by my reckoning we should be in Luyen by noon.’ You stare through the grey, damp air and pull your cloak closely around your shoulders.

If you have completed the Lore-circle of Solaris (that is, you possess the Magnakai Disciplines of Invisibility, Huntmastery, and Pathsmanship),
turn to 131
.

If you have not completed this Lore-circle,
turn to 44
.

342

The women smile as you dismount and approach the shrine.

‘Welcome, brave sir. Welcome to the Shrine of the Warrior. You come in search of our sacred crop, do you not?’ says a rosy-cheeked matron as she dusts the leafy shrubs with a square of silk.

‘The fruit of our alether plant will give you strength in battle,’ says another and offers you a handful of the small orange berries.

If you wish to purchase some Alether Berries,
turn to 123
.

If you wish to decline her offer, remount your horse and leave the village,
turn to 100
.

343

You prepare to defend yourself, for there is no time to evade the creature's attack.

Yawshath:
COMBAT SKILL
 22   
ENDURANCE
 38

If you survive 3 rounds of combat and wish to evade the creature by escaping through the archway by which you entered,
turn to 305
.

If you win the combat,
turn to 112
.

344

The hideous creature gurgles with anger and springs forward to attack.

Dakomyd:
COMBAT SKILL
 25   
ENDURANCE
 50

It is immune to Psi-surge and Mindblast.

If you reduce its
ENDURANCE
to 25 or less, do not continue combat but instead
turn to 310
.

345

The man delights in showing you his work, which is excellent. Many of his exhibits were caught on hunting expeditions, either by himself or by clients who wished to preserve their kills as trophies — several trophies have been expertly restored to cover the evidence of wounds or severed limbs. He offers to show you his workshop where these miracles of taxidermy are carried out.

If you wish to see the taxidermist's workshop,
turn to 213
.

If you wish to decline his generous offer and leave the shop,
turn to 149
.

346

Seated near to the fireplace are three surly-faced drinkers, their tunics stained with the grime of travel. Each wears a red badge upon their breast, embroidered with the crossed swords of Varetta. You sense that they are soldiers-of-fortune, probably in the pay of a captain who comes from the same city.

If you wish to join the men and perhaps find out more about Varetta,
turn to 125
.

If you decide not to approach them and wish to go to the bar and ask about a room for the night,
turn to 232
.

If you would rather take a seat and order some food,
turn to 172
.

347

Your betting has attracted some unwanted attention. Two shifty-eyed mercenaries have been watching you with more than casual interest since your arrival at the Inn of the Crossed Swords, and as the event ends and the crowds disperse, you suddenly feel the sharp point of a dagger piercing the back of your tunic.

‘Your purse or your life,’ whispers one of the men, his foul breath filling your nostrils. ‘Make your choice.’

If you have the Magnakai Discipline of Huntmastery,
turn to 114
.

If you wish to hand over all your Gold Crowns without offering any resistance,
turn to 161
.

If you decide to refuse the men their demand and wish to fight to keep your gold,
turn to 282
.

348

You manoeuvre the noose until it catches on the spur at the back of the hammer's head and lift it gently from the corpse's chest. Unfortunately, the rope is not secure, and the warhammer slips from the noose as you pull it upwards. With a dull splash, the weapon lands in one of the black puddles and sinks from sight. Disappointed by such a stroke of bad luck, you retrieve your Rope and coil it back into your Backpack before returning to Cyrilus.

Turn to 338
.

BOOK: The Kingdoms of Terror
2.8Mb size Format: txt, pdf, ePub
ads

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