Read The Prisoners of Time Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
You are in combat with a pack of slimy chaos-beasts intent on eating you alive!
Amphibian Agtah:
COMBAT SKILL
30
ENDURANCE
56
These creatures are immune to Mindblast (but not Psi-surge).
You may evade combat after three rounds by running back to the Grand Sepulchre and attempting to force your way in:
turn to 298
.
If you win the combat,
turn to 71
.
The bolt penetrates your chest and knocks you backwards into the undergrowth. The canopy of branches spins before your eyes and, as you gasp for breath, you taste blood and feel a terrifying numbness spread through your body. There is no pain as you slip gently into the oblivion of death.
Your life and your quest end here.
You release the taut bowstring and send your Arrow streaking towards the amber eye, but it misses its intended target by a hand's breadth and ricochets harmlessly off the creature's stone-hard scales. The creature emits a loud, gurgling croak as it edges forward, forcing you to drop your Bow and draw a hand weapon in readiness to receive its attack.
Khozinda:
COMBAT SKILL
32
ENDURANCE
48
If you win the combat,
turn to 245
.
You find it impossible to resist the strange compulsion drawing you towards the light. Effortlessly you glide along the tunnel and emerge at the centre of a huge, transparent sphere suspended in a luminous yellow sea of oily liquid. Behind its seamless walls swim fish-like creatures, strange things with phosphorescent bodies and opalescent jaws. You stare in fascination as they swim around you, seemingly oblivious of your presence.
Gently the Sommerswerd vibrates in its scabbard and a cool, golden fire laps at the hilt. Instinctively you unsheathe it and immediately the blade is engulfed by golden flames, ignited by the close proximity of the Lorestones. As you raise the sword, the flames burn brighter and illuminate the circular portal in the ceiling. At once you realize that it must provide access to the roof of the Sepulchre and, with your heart pounding, you race up the steps, confident of finding the objects of your quest waiting for you there.
You watch as suspicion turns to fear in these creatures' eyes. They become agitated, jabbing the air with their glass-tipped spears and cawing incessantly in their strange tongue. They sway, like half-coiled serpents weaving before a snake charmer, and then, as one, they rush forward and attack.
Owing to the speed and ferocity of their charge, you cannot evade them or make use of a Bow.
Ookor:
COMBAT SKILL
21
ENDURANCE
45
If you win the combat,
turn to 203
.
Drawing on your Kai Mastery you attempt to repel this fearsome reptilian. You sense that it is weak and starving and close to death — a condition which makes it especially susceptible to your commands.
Pick a number from the
Random Number Table
. Add 1 point for every Magnakai Discipline you possess over and above the first three skills (for example, if you possess five Magnakai Disciplines, add 2 points to the number you have picked).
If your total is now 0–6,
turn to 130
.
If it is 7 or more,
turn to 295
.
The onipa slide stiff-legged down the slippery bank and the chariot slews violently to the left before coming to a halt within a few inches of the river's edge. Shaken but otherwise unharmed, T'uk T'ron and his driver open their eyes and stare down at the murky water, scarcely able to believe that they are still dry and in one piece.
The Chaos-master catches a glimpse of you crouching behind the parapet and diverts his aim from Lorkon Ironheart. With malicious glee he slams his great club down upon the roof and, in a terrifying moment, you are crushed to death.
Tragically, your life and your quest end here.
Slowly you awaken and for a long moment you lie on the hard floor blinking sleepily at the pitted rock ceiling. The storm died down while you slept and all is quiet save for a sound that sets your pulse racing: the distant slap of large wings beating the air. The sound is becoming louder and you gather your equipment quickly and climb out of the cairn to investigate its source.
Silhouetted against the blazing horizon are six black shapes. They resemble dragons with snaky necks and ragged, bat-like wings, and upon their backs they carry golden-skinned creatures, vaguely human in appearance save for their lack of hair and their massive size. From their flight formation you can tell that they are hunting something on the ground, but it is not until you climb to the top of the cairn that you are able to see their prey. A brace of huge, lizard-like creatures are thundering across the plateau, darting this way and that to avoid the shadows cast by their winged pursuers. They reach the top of a rock-strewn ridge and one of the crimson reptilians comes pounding across the sand towards the cairn. The leading flyer sees you. He banks his dragon mount towards the cairn and the others follow closely in his wake. You fear that they are about to attack but at the last moment they veer away and circle the cairn before landing nearby.
In spite of his attempts to deflect your Arrow, it penetrates the cheek plate less than an inch below his eye. He bellows an agonized cry and wrenches the shaft from his face. Such fortitude is impressive but you can tell that he has suffered a serious wound. Feverishly he scoops the Lorestones into a small velvet sack tied to his sword belt. Swiftly you shoulder your Bow and draw a hand weapon as you run forward to prevent his escape.
Shocked by your encounter with the Agtah you make your way deeper into the hills, skirting the road in favour of the wooded slopes, which offer good cover. Yet you keep the road in sight constantly to ensure that you are heading towards Tolakos. Your usual good sense of direction is vague and distorted, for in this region of the Daziarn there are no sun, stars, or points of the compass by which to gauge your position.
The hours pass uneventfully until you reach a place where the road runs alongside a pool of crystal-clear water, fed by a fast-flowing stream. Three human-shaped warriors clad in armour are standing near the pool, scanning the woods, while their shaggy black equine mounts drink their fill.
If you have the Magnakai Discipline of Divination or Pathsmanship,
turn to 150
.
If you possess neither of these skills,
turn to 63
.
You reach the crest of the hill and stare down at the remarkable sight that lies beyond. A walled city of low, pyramid-shaped dwellings is spread along the centre of a narrow valley. Near the middle, rising high above the other buildings, stands a tower of stone, its colour identical to the drab grey of the sky. Its straight thoroughfares are thronged with hairy, ape-like creatures who pass freely and leisurely through the narrow streets.
The path leads down to an open gate in the city wall where two of its squat-limbed inhabitants stand guard. You are relieved to have at last discovered a vestige of civilization in this strange land, and you set off for the city gate at a brisk pace.
Your senses warn that a powerful spell protects this portal. If you inscribe the wrong symbol on the blank square you will break the spell, the consequences of which could be fatal!
A few miles beyond the village, the road leaves the valley and crosses an open expanse of lush grassland. The hours roll by and you watch the passing landscape with increasing wonder as you try to comprehend how it can thrive beneath a sunless sky. Slowly the plain descends towards a wide river, sluggish with sediment and flanked by tall, grey-green trees. A bridge spans the dark water and the road continues beyond towards a line of hills. The bridge is built of stout timber, but as you draw closer to it you sense that something is seriously amiss.
If you have the Magnakai Discipline of Huntmastery and have reached the rank of Principalin or higher,
turn to 48
.
If you do not have this skill, or if you have yet to reach this level of Magnakai training,
turn to 321
.
Your detour takes you through a marshy section of the Nahgoth where firm ground gives way to thorn-guarded shrubs and ankle-deep slime. You press on and, as you disturb the surface of the mire, you release a cloud of vile, choking marsh gas.
Unless you possess the Magnakai Discipline of Curing (at the rank of Mentora or higher), or the Magnakai Discipline of Nexus (at the rank of Primate or higher), lose 5
ENDURANCE
points owing to the insidious effect of the gas.
The food has a taste and texture completely unlike anything you have tried before, yet it is delicious, and after having eaten your fill you feel thoroughly refreshed and fortified: restore 3
ENDURANCE
points.
There is enough food remaining for 1 Meal. If you wish to keep the Meal, note on your
Action Chart
, ‘Meal: +3
EP
’, as the food will restore 3
ENDURANCE
points when consumed.
As the last of your enemies falls dead at your feet, the traitor vents a shrill cry of terror and scurries like a bloated spider towards the Shadow Gate. In his hand he clutches a banded, leaden box and, as he runs, he works feverishly at the lock. Suddenly the lid springs back and your senses burn as the power of the last Lorestone is uncovered. Now instinct alone guides your actions. You sprint towards him, determined to stop him from entering the Shadow Gate. He squeals with fear and turns to face you, his hand raised, a ring of blue fire pulsating on his finger. He screams a curse and a jet of cold fire lances your chest and slams you to the floor: lose 5
ENDURANCE
points. As you stagger to your feet, the traitor runs forward to finish you with another blast. You dive aside and the blast tears open the floor but, before he can launch another, you leap forward and attack.
Vonotar the Traitor (with Power Ring):
COMBAT SKILL
30
ENDURANCE
21
He is immune to Mindblast and Psi-surge.
If you win the combat,
turn to 350
.
Lorkon escorts you to the door of his cabin and wishes you luck. You thank him and bid him farewell. As you turn to leave, he calls out, ‘Remember, I will be marching to Tolakos as soon as my reinforcements arrive.’
You follow Odel, leaving the encampment by slipping over the perimeter wall. Soon you merge like shadows into the thick forest beyond. The giant trunks support a canopy of dense foliage that blocks out the light and keeps the forest floor bathed in a perpetual twilight. A carpet of moss muffles your footfalls and the only foliage that grows in abundance is a bushy velvet lichen patterned with orange-headed, tooth-sized growths. ‘Khetu Spores,’ says Odel, noticing your interest in the strange flora. ‘They're deadly poisonous.’
If you wish to collect a handful of the poisonous Khetu Spores, mark them on your
Action Chart
as a Backpack Item.
The Beholder deactivates the light-picture and wills his servant to carry him back to the first gallery. There, bathed in the shadowless glow of the fireball, stands a huge globe of silvery metal. At his approach it radiates an eerie phosphorescent light and symbols appear upon its surface.
‘The Lorestones entered the Shadow Gate some moments before you fell, is that not so?’ asks the Beholder, incisively. You confirm this to be the case and watch with fascination as the symbols shift and change colour. ‘There are many channels within the Shadow Gate that are warped by the vagaries of time and space. Usually it is an impossible task to predict where an object passing through to the Daziarn will materialize, but the coordinates of your arrival are known and this will help my calculations.’
Slowly the symbols begin to disappear until just three remain. ‘Without knowing the precise Aon-time they entered the Shadow Gate I can find only an approximate location,’ he says, scrutinizing the symbols. ‘As reckoned by the time-scale of your planet, the Lorestones arrived on the Daziarn forty-one hours ago. They materialized together and intact in the forest of the Khat Trisect of Vhozada — a realm situated between the elemental strongholds of Earth and Water. This bodes well for you, human. Vhozada is a temperate and stable domain, rich in those elements necessary to sustain mortal life-forms. Also, there is one of great vision who has made this her home. Her name is Serocca. It would be wise to seek her help in finding these stones of power, for she is sure to know their whereabouts.’
Although his words revive your flagging hopes, you are still fearful that the Lorestones are beyond your recovery. The Beholder senses your apprehension and tries to allay your fears by offering you a means of transportation to the realm of Vhozada. He promises that your passage will be swift, but, when you learn what the journey entails, your blood runs cold.