Read The Prisoners of Time Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
Perched on a bough overhanging the roof is a gigantic black-winged bird. Seated on its back is a magnificent warrior dressed in scarlet silk and polished silver mail. His head is crowned by an elaborate helmet, its visor formed in the shape of a roaring dragon with jewelled eyes and fiery breath. The tangled branches prevent the bird from landing, but a rope ladder hangs from its saddle and the warrior uses it to climb down onto the roof. He leaps the last few feet and his landing disturbs the dense mist that carpets the surface, rolling it back to reveal two glowing golden spheres of crystal, each filled with fire, lying close to where he now stands. He crouches down and your stomach churns with dread as you see him reach out to grab the golden Lorestones.
If you have a Bow and wish to fire at the warrior,
turn to 32
.
If you wish to draw a hand weapon and attack him to prevent him from taking the Lorestones,
turn to 274
.
If you wish to command him not to touch the Lorestones,
turn to 136
.
You pull away from the dead Agtah in time to avoid the murderous leap of a snarling, dog-sized creature with large, bear-like paws. It hits the ground then leaps again and hangs on your arm, its clawed feet raking emptiness as it tries to rip your stomach. You strike a blow that opens a ragged gash in its neck but still it refuses to relinquish its grip and retaliates by sinking its fangs into your wrist: lose 3
ENDURANCE
points.
Agtah-hound:
COMBAT SKILL
20
ENDURANCE
25
The creature is immune to Mindblast (but not Psi-surge). You may not use a Shield in this combat. If the weapon you are using to defend yourself is a Broadsword, a Quarterstaff, or a Spear, reduce your
COMBAT SKILL
by 2 points for the duration of the fight.
If you win and the fight lasts three rounds or less,
turn to 254
.
If you win and the fight lasts longer than three rounds,
turn to 37
.
The Plain of Guakor stretches to the cloudy horizon like a vast sea of dust, broken only occasionally by a boulder or clump of wire-hard scrub. It is a drear panorama: a land once rich and fertile murdered by the curse of chaos. It instils in you a feeling of dread uncertainty at first, but as you trudge each weary mile, it slowly strengthens your determination to fulfil your quest. For the fate that has befallen Guakor will befall Sommerlund if you fail to find the last Lorestone and return to defeat Darklord Gnaag.
Shortly after your second stop for rest you hear a sound far to your right. A tiny speck in the grey sky grows steadily larger until, at last, you are able to discern its shape. A cold chill runs down your spine when you recognize its dragon-like features: it is a Zhengha, the scourge of Guakor.
If you wish to try to hide from the beast,
turn to 157
.
If you choose to stand your ground and await its arrival,
turn to 281
.
Quickly you search the bodies of your vanquished enemies. You discover the following items which could be useful:
If you decide to keep any of the items remember to adjust your
Action Chart
accordingly.
To continue,
turn to 153
.
Swiftly you draw the broadsword over your head and take aim at the Chaos-master's heart, yet even as you make your lunge he catches sight of you and twists to avoid your thrust. The sharp blade opens a fearful gash in his side but it misses its vital target. With a roar of agony the evil god staggers back, dropping his club as he clasps his side. Pain swiftly turns to a rage that fills him with a lust for vengeance and, with a hideous scream, he lunges at you with his gore-stained hands.
Chaos-master (badly wounded):
COMBAT SKILL
38
ENDURANCE
54
This being is immune to Mindblast (but not to Psi-surge). The Ironheart Broadsword is a magical weapon and adds 8 points to your
COMBAT SKILL
for the duration of the fight.
If you win the combat,
turn to 302
.
With a mighty screech, the dragonmounts take to the air in unison, the beat of their great wings filling your ears with a thunderous drumming noise. Your stomach heaves as the leader tugs at the reins, sending the beast labouring steeply into the fire-orange sky. The ground below falls away at an alarming rate and within minutes you are travelling hundreds of feet above the plateau, your vision blurred by the speed of the rushing wind.
Beneath you the trackless waste stretches away to the burning horizon. Without sun or moon or any change in the brightness of the sky you find it impossible to gauge the passage of time. Twice you lapse into sleep, for how long you cannot guess, yet each time you wake the arrow-shaped flight formation of the dragonmounts remains unchanged and the Yoacor themselves show not the slightest sign of fatigue.
At length the featureless wastes give way to thick, violet-coloured grasslands dotted with scab-like patches of marsh and bog. The air becomes humid and the faint smell of rotting vegetation conjures up memories of time spent in the Danarg. Gradually the lowlands rise and you soar above high valleys and rock-strewn meadows, broken hills, and weather-worn crags. As you approach a narrow cleft between two mountainous peaks the leader raises his hand. Upon this signal the others close into single file. An immense crater lies beyond the pass and at its heart stands a city, the most beautiful city you have ever seen.
Cursing vilely, he unsheathes a curvy-bladed sword and raises it to parry your first attack. You sense that he is a formidable fighter, but his wound has left him greatly weakened. His attacks are slow and erratic and you are determined to exploit your advantage to the full.
Scarlet Warrior:
COMBAT SKILL
25
ENDURANCE
30
If you reduce his
ENDURANCE
to 20 points or less, do not continue the combat but
turn instead to 306
.
If you kill him before his
ENDURANCE
falls to 20 points (that is, if you score an ‘automatically killed’ result on the Combat Results Table),
turn to 123
.
Seated before you at a desk lit by tall candles, one set at each corner, are two pale-skinned Meledorian nobles. The flickering yellow flame glints on the fine antique workmanship of their armour and exaggerates the shadows that play on their faces as they argue their strategies for an impending battle.
On seeing you enter, the conference is brought to an abrupt close. One of the officers bows and takes his leave; the other beckons a scout to approach the desk and make his report. Briefly the scout tells of how they met you and what has become of your Ookor escort. He shows the officer the Obsidian Seal given to you by Serocca before leaving the city of Thas. The officer clasps the pyramidal stone in the palm of his hand then stares directly into your eyes. A tingle of surprise prickles your skin when you return his gaze, for you notice that his eyes are misty blue, without whites or any obvious pupil.
If you have the Magnakai Discipline of Psi-screen,
turn to 159
.
If you do not possess this skill,
turn to 293
.
At the very moment you enter the Dimension Door a sensation of incredible speed assails you. A twirling spiral of light unfolds before your eyes and you hurtle towards its core, borne along in an envelope of grey cloud. You close your eyes but the light penetrates your eyelids, growing ever brighter. It fills your head with a madness of colour and forces a silent scream of anguish from your lips: lose 3
ENDURANCE
points.
A sudden lack of air leaves you gasping for breath, but it passes in an instant and when you blink open your eyes you discover that your journey is complete: you have arrived in Vhozada.
From the curved floor of this spherical chamber a billowing mist arises. It blurs your vision and numbs your senses. As if in a dream, you feel yourself lifted by the buoyant cloud and transported across a vast, shadowy terrain, where spirit-shapes, like wisps of white silk, swirl around you in continuous motion. At first you cannot discern the nature of these gossamer forms, but slowly they draw into focus until at last you are able to distinguish their features. A cold terror grips your mind when you realize exactly what it is you are looking at.
If you have the Magnakai Discipline of Psi-screen,
turn to 290
.
If you do not possess this skill,
turn to 30
.
It seems as if you have only just closed your eyes when you are woken from your sleep by the sound of Serocca's voice echoing in your mind. ‘The time has come for you to begin your journey, Lone Wolf.’ Quickly you dress and gather together your equipment before joining her at the Table of Visions. ‘I have chosen T'uk T'ron, my most able and trusted Ookor captain, and a company of his best Thas guards to escort you to Tolakos. He is familiar with the forest tracts of the Khat Trisect and he will ensure that you do not lose your way.’
She brings forth a black box inlaid with sparkling gems and unlocks it with a star-shaped key, which she wears on a slender chain around her neck. ‘Take this, Lone Wolf, and keep it safe,’ she says, handing you a pyramid-shaped Obsidian Seal.
‘The war against the Chaos-master has made the Meledorians suspicious of all save their own kind, and they are wont to attack anything they fear could be an agent of chaos. When you meet them show them this seal and your safety will be assured.’ (Mark the Obsidian Seal on your
Action Chart
as a Special Item which you carry in your pocket. If you already possess the maximum number of Special Items permissible, you must discard one in favour of the Obsidian Seal.) ‘Do not speak of your quest to anyone except their leader — Lorkon Ironheart. Seek him out. In him you can place your trust. While you slept we communicated with our minds and he has vowed to help you find the Lorestones.’
She puts down the black box and gracefully walks towards the narrow exit from her chamber. In the room beyond you see a stocky Ookor clad in polished bronze armour, waiting patiently for you to appear. ‘There is T'uk T'ron,’ she says fondly. ‘He will be your guide.’
The creature brings himself stiffly to attention and salutes you with pride. ‘I am honoured to have been chosen,’ he says, using a language that approximates to your own. You return his salute then bid your thanks and farewell to Serocca.
‘You will succeed,’ she whispers, as she kisses your cheek. ‘You must succeed.’
With plodding steps you set off towards the rocky cairn. Your feet sink ankle-deep into the hot red sand and you can only maintain your balance by leaning heavily into the wind. Walking soon becomes an ordeal and by the time you reach shelter you are near to exhaustion.
Breathless and weary you crouch beside the mound and pray that the storm will soon subside. Then it occurs to you that the cairn is not a natural structure: the rocks have been stacked symmetrically, one upon the other, by someone or something who wished to leave their mark upon this wilderness. You examine the slabs more closely and discover one that is quite unlike the others. Its rectangular edges are even and its surface is mirror-smooth. Inscribed upon this slab are curious spidery markings.
If you have the Magnakai Discipline of Pathsmanship,
turn to 44
.
If you do not possess this Magnakai Discipline,
turn to 260
.