Read The Prisoners of Time Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
You twist aside and the bolt scrapes a line of flesh from your ribs before embedding itself in the trunk of a tree behind: lose 4
ENDURANCE
points.
Stifling a cry of pain, you drop to your knees and crawl rapidly through the undergrowth, lest they fire at the place where you fell. You stop just long enough to staunch the blood from your wound but, as you are about to continue, the scouts burst through the foliage and surround you, their bows held ready to finish you off. One reaches down 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.
You focus your energy on the approaching shadows and prepare to engage them in psychic combat.
Shadow Reavers:
COMBAT SKILL
25
ENDURANCE
40
Conduct this mind combat following normal combat procedure, although, in this instance, Weaponskill bonuses cannot be used to increase your basic
COMBAT SKILL
score. Instead, for every Magnakai Discipline you possess over and above the first three skills, you may add 1 point to your
COMBAT SKILL
for the duration of the fight. Also, if you possess a Psychic Ring, or a Grey Crystal Ring, you may add a further 3 points (per item) to your
COMBAT SKILL
. The
COMBAT SKILL
bonus for using a Shield does not apply here, nor do any bonuses for using Alether or any weapon-like Special Items such as the Sommerswerd. The only exception is the bonus granted for possessing the Silver Helm. Any bonuses to
ENDURANCE
due to armour should likewise not be applied during this combat.
If you win the combat,
turn to 149
.
The lizard beast yawns, exposing a wickedly curved beak and a jaw set with dagger-sharp fangs. It snickers evilly, relishing the thought of killing and devouring you at its leisure.
If you possess a Bow and wish to use it,
turn to 322
.
If you do not,
turn to 31
.
On reaching the crypt you find it overrun by bloated, toad-like monstrosities with huge heads and mottled, glistening skins. They croak and growl hungrily as they latch on to your scent.
If you possess a Fireseed and wish to throw it,
turn to 2
.
If you wish to draw a hand weapon and fight these toad-like horrors,
turn to 103
.
If you decide to run back to the Grand Sepulchre and attack the three creatures that block its entrance,
turn to 298
.
You reach the chariots just as the first wave of Chaos-creatures launch their attack. Raging viciously, they slaver in for the kill, fighting with fang and claw and yellowed tusk. A screaming horror, its body striped with ochre lines, leaps from the back of a startled onipa and hurtles towards you with its crimson jaw gaping wide. You tense yourself in readiness to strike as its shadow falls upon your face.
Striped Agtah:
COMBAT SKILL
24
ENDURANCE
35
The creature is immune to Mindblast (but not Psi-surge). Owing to the speed and ferocity of its attack, you cannot evade combat or make use of a Bow.
If you win the combat,
turn to 201
.
The speed and determination of your attack takes your adversary by surprise. Before he can scoop the Lorestones into a small velvet sack hanging from his sword belt, you strike a blow that causes him to back away hastily. An intoxicating rush of energy washes over your body as you step within a few feet of the Lorestones, but this charge momentarily numbs your reflexes, leaving you unprepared for your enemy's response. He unsheathes a curvy-bladed sword and launches a flurry of blows aimed at your head, forcing you to duck and retreat to avoid instant decapitation. He takes this opportunity to stoop down and drop the Lorestones in the sack before springing forward, like a big cat, to continue the fight.
Scarlet Warrior:
COMBAT SKILL
29
ENDURANCE
38
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 (that is, if you score an ‘automatically killed’ result on the Combat Results Table),
turn to 123
.
The base of the monolith is overgrown with weeds and wild flowers, indicating that it has stood here for some considerable time, yet its metallic surface bears no obvious signs of weathering. It is tipped with a transparent spike, which resembles a short glass spear. You can hear a faint humming sound when you place your ear to its mirror-smooth spire. The sound seems to originate somewhere deep below the ground.
If you have the Magnakai Discipline of Pathsmanship and have attained the Kai rank of Tutelary or higher,
turn to 283
.
If you do not possess this skill or have yet to reach this level of Magnakai training,
turn to 6
.
At length you emerge from the marsh at a place where a track cuts through the forest. You follow this rough, timberland trail until, after countless hours, you arrive at the edge of the Plain of Guakor. You are now extremely tired and must eat a Meal or lose 3
ENDURANCE
points. Rather than attempt an immediate crossing of this barren waste, you decide to rest here and continue after some much needed sleep.
Ten hours later you awake refreshed and eager to begin the next leg of your journey to Haagadar. After checking your equipment and your map, you set off across the featureless plateau.
Pick a number from the
Random Number Table
.
If the number you have picked is 0–2,
turn to 318
.
If it is 3–9,
turn to 202
.
Through gritted teeth, you tell Odel to remove the healing potion from your pack and empty its contents into your mouth. Swiftly he complies and within a few seconds the painful stomach cramps subside and you begin to recover your strength as the potion neutralizes the deadly toxin.
Odel wipes the sweat from his brow and breathes a sigh of relief. The Meledorians have no known cure for Khetu poisoning, and for a moment he feared you were going to die.
If you wish to collect a handful of these deadly Khetu Spores, mark them on your
Action Chart
as a Backpack Item.
You draw your weapon and stand poised to strike down any who would dare come within range. The chariots screech to a halt and a score of Ookor guards leap from the riding platforms. They come scurrying towards you, their glass-tipped spears thrust before them. Their leader motions to you to sheathe your weapon or face the consequences. You ignore his signals and get ready to attack him. Then you see more chariots emerge from the city to reinforce the patrol. With the odds stacked so heavily in their favour reluctantly you decide to raise your hands and allow these ape-men to march you into their city under heavy guard.
With panther-like grace you swing clear of the cliff wall, grab hold of the ledge with both hands, and pull yourself over the obstacle. The remainder of the climb is easy by comparison and you soon reach the top to find yourself standing in the shadow of the huge dragon gate. Two iron-banded doors set into the stone offer access to the city. They are unguarded and you enter and walk undetected along the flagstoned street beyond.
Few walk the shadowy avenues of Haagadar; the atmosphere is so thick with the smell of salt and sulphur that those whom you do pass are unrecognizable behind the damp pads they press to their faces to ward off the cloying stench. The dimly lit street ends at a central square where you witness two encouraging sights. Roped to a stone monolith at the centre of the square is a huge, black bird — the scarlet warrior's winged steed. Behind it, rising in flat-topped tiers, is the Temple of the Sandai. Two armour-clad creatures stand guard at the entrance, their rusty helmets crudely adapted to fix their face pads in position. You sense that the Lorestone is here within the temple, and you scan every inch of it in the hope of finding an unguarded entrance. There are no other doors, but a circular, chimney-like vent protrudes from the middle of the highest tier.
If you decide to climb to the top of the temple and attempt an entry through the vent,
turn to 217
.
If you wish to cover your face and attempt to bluff your way past the guards,
turn to 38
.
The golden-skinned giants scowl with disdain when you offer no reply. Their leader draws a silver rod from his lizard-scale vest, levels it menacingly at your chest, and slowly repeats the words he has spoken.
If you possess a Silver Rod,
turn to 39
.
If you do not possess this Special Item,
turn to 67
.
The Zhengha approaches with deadly grace, its huge, grey-green wings bearing it along at marvellous speed. Wisps of smoke trail from its fanged mouth and its emerald eyes sparkle like a pair of evil jewels. It circles you once to consider its action before diving to attack.
If you have a Bow and wish to use it,
turn to 193
.
If you wish to draw a hand weapon and prepare to defend yourself,
turn to 62
.
The two Ookor scurry across the planks and you follow closely on their heels, running half-crouched to make use of the cover afforded by the parapet of the bridge. You reach the centre of the bridge and are relieved to see that the damage is not beyond repair; whoever did this wanted to delay not destroy. T'uk T'ron signals to his guards to come and lend a hand with the repairs, but as soon as they leave the chariots a chilling howl echoes from the nearby trees. ‘Agtah!’ moans T'uk T'ron, his voice a whisper of fear. ‘Creatures of chaos!’
A shiver runs down your spine when you see them. Lumbering hordes of twisted shapes lurch from the trees on either side of the bridge and stagger drunkenly towards the chariots. They appear to be neither animal nor human but a ghastly fusion of the two. Now only two drivers remain with the onipa teams and T'uk T'ron is quick to see the danger. He commands the guards to return and leads them back across the bridge with his crystal sword held high.
If you wish to follow T'uk T'ron and help him defend the chariots,
turn to 273
.
If you decide to stay where you are and attempt to repair the bridge,
turn to 176
.
If you wish to abandon the Ookor and escape across the bridge on foot,
turn to 10
.
Your Kai skill alerts you to the possibility of an ambush. A group of hostile creatures are approaching the thicket, drawn by the sound of an alarm, inaudible to human ears, which you set off by touching the monolith.
If you wish to evade these creatures,
turn to 135
.
If you decide to stay and confront them,
turn to 343
.
You take aim at the creature's gaping maw as it comes sweeping down to attack.
Pick a number from the
Random Number Table
, and add to it any missile bonuses you may have.
If your total is now 0–4,
turn to 220
.
If it is 5–8,
turn to 127
.
If it is 9 or more,
turn to 21
.
Odel replenishes a quiver of bolts that he carries on his hip and checks that the crossbow he wears strapped to his forearm is functioning properly. Satisfied, he folds away its hinged bow arms, and then slips a brace of throwing knives into the tops of his boots. ‘Are you ready?’ he asks, as you finish adjusting your equipment. ‘Yes,’ you reply, confidently. ‘Let's go.’
You leave the encampment by slipping over the perimeter wall, and quickly merge like shadows into the thick forest beyond. The giant trunks support a canopy of dense foliage that blocks out most of 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.
If you possess the Magnakai Discipline of Curing,
turn to 36
.
If you do not possess this skill,
turn to 163
.