The Prisoners of Time (16 page)

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Authors: Joe Dever

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

BOOK: The Prisoners of Time
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213

Your senses tell you that Lorkon Ironheart's army is within a league of Tolakos and will be here within the hour. Until then you must find somewhere safe from the chaos-horde or you will be overwhelmed and destroyed by sheer weight of numbers. Quickly you scan the surrounding crypts and note that, with the exception of the Grand Sepulchre and Baylon's Tomb, they are all in a state of ruin.

If you wish to attack the Chaos-creatures that are blocking the entrance to the Grand Sepulchre,
turn to 298
.

If you wish to run to Baylon's Tomb and attempt to hide there,
turn to 166
.

214

A terrible pain shoots through your lower body as the creature bites deep into your leg. Its razor-sharp teeth sever your femoral artery as it drags you down into the murky depths of the river. Weak through shock and massive loss of blood you slip rapidly from consciousness into the timeless embrace of death.

Your life and your quest end here.

215

As soon as the guards see you approaching they shuffle inside and quickly shut the gate. Moments later they reappear on the battlements above, from where they direct a stream of twittering noises at you.

If you possess the Magnakai Discipline of Pathsmanship and have reached the rank of Scion-kai, or if you possess the Magnakai Discipline of Animal Control,
turn to 325
.

If you do not possess either of these skills,
turn to 337
.

216

Using your index finger you inscribe the symbols in the malleable surface of the blank square. At first nothing happens. Then your inscription begins to fade until it has vanished completely. You step back, but not quickly enough to avoid a massive charge of electrical energy, which leaps from a tiny hole above the door and stabs you in the chest: lose 10
ENDURANCE
points.

If you survive this grievous wounding,
turn back to 25
and study the remaining symbols very carefully before you attempt to open the door again.

217

In the gloom you are able to reach the top of the temple unseen. The vent is wide enough for you to pass through easily but the foul odour pouring out of the funnel makes you feel nauseous and dizzy (unless you possess the Magnakai Discipline of Nexus, lose 3
ENDURANCE
points due to the fumes).

A dim light glows somewhere in the depths of the shaft and the sound of grinding machinery is carried upward on the bad air. Gingerly you lower yourself down the soot-caked shaft to a place where another vent crosses it horizontally. Ten yards from this point you find a hatch. The hatch opens to reveal an empty chamber below, with several corridors radiating from it like the spokes of a wheel.

Turn to 195
.

218

You whisper a warning to your guide; then simultaneously you dive for cover behind the same tree, out of the creature's line of fire. Odel rolls over and sits with his back to the trunk while he sets the metal crossbow that is strapped to his forearm. As soon as he is ready, you leap across the gap to another tree in the hope of drawing the creature's fire. Your ploy works: the sniper fires his blowpipe at your fleeting form, missing you by a wide mark, and Odel is able to pinpoint his position. He points and fires, sending his bronze bolt deep into the scaly abdomen of an Agtah sniper — your would-be assassin. The creature gives a piercing shriek and tumbles to the ground, landing with a sickening thud near the uprooted base of Baylon's Bough.

You compliment Odel on his bow-skill and rush forward, half-crouched, to search the Chaos-creature's body.

Turn to 178
.

219

The room is large and airy with tall windows that look out over the city. Far below you can see the Yoacor crowding an avenue which leads to an outer level of Yanis. They move with such purposefulness that, from this great height, they resemble a vast community of worker ants. For several hours you stare down at the beautiful alien city and its industrious citizens while you try to make sense of your situation. Eventually you resolve to find out all you can from the one the leader called the ‘Beholder’. Perhaps he will be able to help you locate the Lorestones and find a way back to Magnamund. This decided you settle down to sleep.

Turn to 317
.

220

Your Arrow arcs harmlessly over the creature's maw and disappears into the forest. Before you have a chance to reload and fire again, it swoops down and hovers menacingly above your head, its sword-like fangs poised to strike.

Tazgar Worm:
COMBAT SKILL
 24   
ENDURANCE
 34

This creature is immune to Mindblast (but not Psi-surge). Owing to the speed of its attack you must fight the first round unarmed, but you may unsheathe a hand weapon for use in the second and subsequent rounds.

If you win the combat,
turn to 162
.

221

When your shadow falls across the blue door it begins to vibrate and the surface becomes pale and cloudy. You watch in amazement as the seemingly solid slab fades and then disappears completely. Beyond the empty arch you now see a magnificent sight — a treasure vault stacked high with priceless artefacts of the Ironheart clan.

If you wish to enter this treasure vault,
turn to 7
.

If you do not,
turn to 181
.

222

The walled city of Thas, home of the Ookor, lies before you, spread out along the centre of a narrow wooded valley. The low, pyramid-shaped dwellings are built around a tower of stone, its colour identical to the drab grey of the sky. Straight thoroughfares teem with Ookor, who pass freely and leisurely through the criss-cross of narrow streets.

The path leads down to an open gate in the city wall, guarded by two of the squat-limbed humanoids. When they see L'yan-K'ril and his patrol approaching with you in their midst they give a call and a crowd comes rushing out of the city. They gather round you, chirruping and twittering excitedly, while L'yan-K'ril tries his best to calm them down.

Turn to 86
.

223

Your improved Kai skill saves you from swift death by neutralizing the deadly toxins suspended in the vapour. However, when you return to the door you discover that the lock differs from that of the Grand Sepulchre in one important respect: it jams for several hours following an unsuccessful attempt at opening it. With the hordes of chaos drawing ever closer, you are forced to abandon Baylon's Tomb and search elsewhere for shelter.

If you wish to hide in the Crypt of Juilor,
turn to 272
.

If you wish to hide in the Vault of Sedron,
turn to 331
.

If you wish to return to the Grand Sepulchre and force your way in,
turn to 34
.

224

You turn the three cards over and notice that a different symbol is depicted on each. The first shows a castle on a hill, the second a dragon breathing fire, and the third a black serpent with red fangs. The old crone draws patterns in the air with a crooked finger and mutters to herself unremittingly. T'uk T'ron leans forward and offers his services as translator.

Illustration XIII
—The old crone draws patterns in the air with a crooked finger and mutters to herself about the three cards laid before her.

‘She say that you will go to a castle far away where dragon breathes fire. In this castle is a snake. Beware this snake for it is very poisonous. If it bite you — you dead!’

Turn to 96
.

225

The giant approaches, stern-faced and resolute, his huge hands poised to grab you and tear you limb from limb. Quickly you unsheathe a hand weapon and prepare to receive his attack.

Yoacor:
COMBAT SKILL
 30   
ENDURANCE
 40

The giant is immune to Mindblast (but not Psi-surge).

If you win the combat,
turn to 56
.

226

Out of the corner of your eye you notice T'uk T'ron and his driver scurrying back to help defend the chariots. He shouts encouragement and you are about to reply when a tusked creature bounds forward and launches itself at you. You deal it a powerful blow, ripping it from chest to tail, but, as soon as it falls, another is leaping at you from the side.

Agtah:
COMBAT SKILL
 25   
ENDURANCE
 33

This creature is immune to Mindblast (but not Psi-surge).

If you win the combat,
turn to 201
.

227

The starving Guakor Lizard looks at you with ravenous eyes. Its lower jaw drops open to reveal a gruesome set of curved yellow fangs, and its fetid breath washes over you in a sickening wave as it launches its desperate attack.

Giant Guakor Lizard:
COMBAT SKILL
 23   
ENDURANCE
 42

Owing to its weakened state, this creature is especially susceptible to psychic attack. Double the effect of any psychic attacks you use during the combat.

If you win the combat,
turn to 265
.

228

From the brow of a grassy hill you stare across a strange yet familiar landscape. Before you lies an expanse of verdant grassland, with clumps of woodlands and several winding streams. The warm air smells fresh and clean and the distant sound of bird song is carried to you on the gentle breeze. Were it not for the grey, sunless skies above, it would be easy to believe that you had been returned to your home world.

A sudden wave of homesickness makes you feel heavy-hearted, but you refuse to allow it to weaken your resolve. Instead, you scan the horizon in the hope of discovering some form of habitation.

If you possess the Magnakai Discipline of Huntmastery and have reached the Kai rank of Principalin or higher,
turn to 64
.

If you do not possess this skill or have yet to reach this level of Magnakai training,
turn to 148
.

229

Each warrior carries a small crossbow attached by a metallic sleeve to his right forearm. The sight of these weapons, which can be fired in an instant, convinces you that it would be wise not to startle these scouts.

If you wish to call to them who you are without revealing your position,
turn to 242
.

If you wish to step from the bushes with your hands above your head,
turn to 15
.

230

The huge, winged beast soars over your position and circles twice before it loses interest in what appears to be a cluster of grey rocks. Not daring to move a muscle, you wait until you can no longer hear the beat of its wings before uncurling yourself and staggering to your feet.

Turn to 265
.

231

Being highly suspicious of your surroundings and all they contain you decide to examine them more closely. You discover nothing of interest until you search the divan: there you find a Yoacor dagger wedged deep between the cushions. Owing to the size of this weapon, if you wish to keep it, mark it on your
Action Chart
as a Sword.

Turn to 139
.

232

The Meledorians are overjoyed to have witnessed the spectacular defeat of the Chaos-master, for your victory has rid them of their greatest enemy. They call to you to come down from the roof, and when you appear in the doorway, they shower you with praise.

‘We owe you more than our lives, Aonian,’ says Lorkon, his strange blue eyes aglow with admiration. ‘Your great deed has saved our realm and put an end to the plague of chaos that would have corrupted us all. We are forever in your debt.’

Turn to 173
.

233

‘Where is this key which allows entry to the Shadow Gate of Haagadar?’ you ask, anxiously.

Serocca raises her eyes from the table and smiles. ‘Power is the key, and the power is now within your grasp. The two Lorestones of Nyxator are the power — they are the key to your escape from the Daziarn. You must retrieve them from Tolakos, in the Nahgoth Forest, and then go to Haagadar. The Shadow Gate is to be found in the Temple of the Sandai at the centre of the city. I can help you reach Tolakos but beyond the Nahgoth my powers of vision grow dim. You must let your skills and this map be your guide there.’

Illustration XIV
—You study the map, noting with dismay the great distance which separates the Nahgoth Forest from the city of Haagadar.

From the pocket of her silken robes she produces a Map which she presses into your hand (mark this on your
Action Chart
as a Special Item which you carry inside your tunic). You unfurl the parchment and study its contents (see the accompanying illustration), noting with dismay the great distance which separates the Nahgoth Forest from the city of Haagadar.

Turn to 238
.

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