Read The Prisoners of Time Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
Despite their attractive aroma, the orange berries taste bitter and powdery. You force yourself to swallow and find it hard not to cough when the buds stick in your throat. Odel glances over his shoulder to see what is wrong and his face freezes in a mask of horror. ‘No!’ he cries. ‘They're poisonous!’
A grinding pain grips your stomach, making you double up and fall to your knees: lose 6
ENDURANCE
points.
If you possess some Laumspur, Laumwort, or Oede herb,
turn to 277
.
If you do not possess any of these items,
turn to 11
.
Your senses warn you that the track leads into a section of the Nahgoth that was once occupied by the Chaos-master. The twisted trunks are evidence of the corruption he instilled in everything he touched. Although he has been defeated, it will be a long time before the scars of his corruption heal completely.
If you wish to follow the track into the chaos-zone,
turn to 292
.
If you decide to leave the track and make a detour around this part of the Nahgoth,
turn to 118
.
The noise of the approaching whirlwind grows steadily louder and the ground shudders violently beneath your feet. A great blast of dust and debris is sucked from the depths of the fissure. It catches you full in the chest and knocks you off balance, causing you to fall and gash your head. Blinded by the sudden pain, you are now unable to resist the full force of the whirlwind raging directly above the gully and are drawn up into the vortex never to be seen again.
Your life and your quest end here on the Zhamin Plateau of the Daziarn Plane.
Peering over the parapet, you try to locate the Lorestone, but it is impossible to see through the eerie blue carpet of grave mist. You are about to leave the roof when you hear a thrumming noise, like the sound of wild and discordant drumming. You peer in the direction of the noise and see a line of hulking shapes shambling towards the gaps in the perimeter wall. Instantly you recognize them — they are Agtah, the hideous creations of the Chaos-master.
Spurred on by anger and fear, you race through the inner sanctum of the Sepulchre and skid to a halt outside its great door. There, shrouded in mist, you discover the body of your guide, his chest torn open and blackened by a bolt of power that claimed his life. You kneel to close his sightless eyes and immediately sense that the Lorestone is close at hand. Guided by instinct you race towards the Lorestone but, as you are running past the entrance to a crypt, you are set upon by a pair of snarling Chaos-creatures.
‘Come, you must rest before your journey to Tolakos. I shall arrange for my Ookor to take you there after you have slept and recovered your strength.’
Serocca rises from her seat and bids you follow her to an adjoining room where there is food, a bath, and a comfortable bed. There she leaves you, returning to the table to consult its visions, while you try to relax despite the heavy sense of foreboding that haunts your mind.
Restore your
ENDURANCE
to its original level, before
turning to 210
.
In order to overcome this obstacle, you need to let go of the cliff-face, lean back, grab hold of the ledge, and then pull yourself up using your arms alone. Patiently you wait for a lull in the wind, but when you finally release your grip, a sudden crosswind catches you and blows you sideways. Desperately you scrabble for a handhold, but you are already falling backwards. You scream, until you smash to the ground among the boulders that litter the base of the cliff.
Tragically your life and your quest end here at Haagadar.
The creatures latch on to your scent and emit a strange, high-pitched twittering sound which alerts the others to your hiding place. You leap to your feet unsheathing a hand weapon, but before you have a chance to evade them they surround you and attack.
Ookor:
COMBAT SKILL
21
ENDURANCE
45
If you win the combat,
turn to 203
.
Your Arrow flies straight and true. It pierces the Zhengha's eye and sends it soaring upwards into the sky, screeching an agonized cry across the desolate plain. At the top of its arc it breathes its last fiery breath then plummets to the ground with a resounding crash.
Your words have barely left your lips before they are answered by a volley of bronze-tipped bolts, loosed in the direction of your voice. Two cut through the foliage and speed past your head, but the third is aimed lower and carves a neat notch from your thigh before disappearing into the ground: lose 4
ENDURANCE
points.
In the next instant the scouts explode through the undergrowth and surround you, their crossbows ready to fire again should you attempt to resist. One leans forward and pulls you roughly to your feet, demanding that you identify yourself or suffer the consequences. You tell him who you are and suggest that he look in your pocket if he requires proof that you speak the truth.
The wheels shriek and the chariot veers wildly from side to side as it careers down the bumpy river bank.
Pick a number from the
Random Number Table
. If you have completed the Lore-circle of Solaris add 3 to the number you have picked.
If your total is now 0–3,
turn to 57
.
If it is 4 or more,
turn to 110
.
Despite the freezing wind and the near-vertical angle of ascent, your basic Kai skills enable you to climb the pitted cliff wall with little difficulty to begin with. However, when you reach the halfway point, you are faced by a ledge of sandstone that juts out several feet from the wall.
Pick a number from the
Random Number Table
. If you possess a Rope add 1 to the number you have picked. If you possess the Magnakai Discipline of Huntmastery and have reached the Kai rank of Primate or higher, add 3.
If your total is now 0–4,
turn to 239
.
If it is 5 or more,
turn to 279
.
Slowly the slain Khozinda falls to the cavern floor, its broad tail twitching spasmodically. When finally it comes to rest you approach the carcass and examine more closely this creature of the Daziarn. Although the shape of its body appears reptilian, its scales are quite unlike those of any lizard you have seen before. They are thin yet incredibly hard and seem to be formed from a substance more akin to glass than skin or bone. You ponder the origins of this curious beast until eventually the fatigue of your ordeal catches up with you (you must now eat a Meal or lose 3
ENDURANCE
points). Unable to resist any longer, you close your eyes and drift into a deep and dreamless sleep.
From the depths of the Nahgoth Forest crawls a nightmare army of gibbering Chaos-creatures. They are directed by one sinister being and all are obedient to his silent command. You run towards the Sepulchre with terror in your heart as their writhing shapes pour through the gaps in the perimeter wall in ever increasing numbers. You evade their spears and stones but, as you reach the great door, you are confronted by three tentacled horrors, wearing heavy armour strapped to their warty hides. Their bloated bodies fill the doorway and prevent you from entering.
If you have the Magnakai Discipline of Divination, Huntmastery, or Pathsmanship,
turn to 213
.
If you possess none of these skills, you can either attack the three creatures:
turn to 298
.
Or you can evade them and search elsewhere for a place to hide:
turn to 55
.
The cool gloom of the Nahgoth Forest floor seems to continue indefinitely. Then you arrive at a place where one of the massive trees has fallen and torn a gap in the canopy of leaves. There the gloom is brightened by a narrow column of light.
‘That's Baylon's Bough,’ whispers Odel, pointing at the decaying trunk. ‘Just another league and we'll be at Tolakos.’
If you have the Magnakai Discipline of Pathsmanship and have reached the Kai rank of Tutelary or higher,
turn to 59
.
If you do not possess this skill, or if you have yet to reach this level of Magnakai training,
turn to 192
.
The stream wends its way sluggishly through a mossy glen to a thicket of red-leaved trees which stand in a semicircle around a pale grey, metallic monolith.
If you wish to investigate this strange monolith,
turn to 275
.
If you choose to avoid it,
turn to 53
.
The Arrow strikes the ornate dragon which decorates the visor of his helmet, and shatters in two against its hardened steel. He utters a mocking laugh, his green, cat-like eyes glinting through the visor slits, and hurriedly drops the Lorestones into a small velvet sack tied to his sword belt. Angered by his laugh, and your failure, you shoulder your Bow and draw a hand weapon as you run forward to prevent his escape.
The flickering patterns draw into focus and you see before you a panoply of strange scenes, and the faces of many unknown creatures, some human, some bestial, and some that defy description.
‘Many of the events which have befallen your world are mirrored here in the Daziarn,’ says Serocca, as you watch, with growing fascination, the image of a battle taking place between men and beasts. ‘We too are threatened by the forces of darkness. Many ages ago we triumphed over evil, but our victory was incomplete. Now our nemesis has come in the guise of the Chaos-master. Everywhere his seething corruptions encroach upon the goodly realms of the Daziarn, twisting and consuming all they touch.’
The vision of the battle fades and is replaced by a living map, similar to the light-picture you were shown by the Beholder of Yanis. ‘Here are the realms that lie between the elemental strongholds of Earth and Water. Once this region was rich and populous with the creatures of light, but now it lies ravaged by the cancerous Realm of Paradox. Only Vhozada and Meledor continue to resist; the others have either disappeared into the Neverness or been transformed into desolate wastelands. Here … ’ she says, pointing to the middle of the table, ‘is the Nahgoth Forest, once the most fertile of the great timberlands; now the scourge of chaos splits it asunder. And here, the Plain of Guakor, the mightiest realm the Daziarn has ever known, reduced to dust by a plague of fire-breathing Zhengha.’
Tears well up in her eyes and you sense that the vision of Guakor has stirred painful memories.
If you wish to ask what troubles her,
turn to 288
.
If you choose not to intrude on her grief,
turn to 345
.
You leave the treasure vault and recommence your search for the Lorestones. You concentrate on the source of their radiant power and your eyes are drawn inexorably towards the ceiling. Nothing stirs in these shadowy reaches, yet you sense that the Lorestones are there. Then you notice the stairs and the circular portal and at once you realize that they must provide access to the flat roof of the Sepulchre. With your heart pounding in your chest you race up the steps, confident of finding the two objects of your quest waiting for you on the roof.
Your advanced Magnakai skill enables you to understand what these beings are saying. One demands to know why you are violating the sacred burial tomb of Ztuul, one of their most revered hunters, and the other asks how you came to be here, alone and without any means of transportation. You sense that they speak not in their native tongue but in a language they assume to be yours.
If you wish to tell them that you are from the world of Magnamund and that you arrived here after having fallen through a Shadow Gate,
turn to 156
.
If you choose to ignore their questions and remain silent,
turn to 280
.
A loud
click
issues from the lock and the portal creaks open to reveal a long, dark corridor. Quickly you step inside and swing shut the heavy door to deny entry to the screaming horde of Chaos-creatures assembling outside. Tubes of green glass set into niches in the wall cast a faint glow by which you can see your way to the chamber at the heart of the tomb. Here lie the remains of Baylon, ancient ruler of Meledor, encased in a sarcophagus of gleaming, gem-studded silver.
To the rear of the chamber you notice a stair that ascends to the ceiling where, like the Grand Sepulchre, there is a circular portal that gives access to the roof.
If you wish to search the chamber,
turn to 154
.
If you wish to investigate the sarcophagus,
turn to 66
.
If you choose instead to go up on the roof and spy on the advancing horde,
turn to 27
.