Read The Prisoners of Time Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
Your Kai skill enables you to comprehend their curious language. They are demanding to know your name and your reason for wanting to enter the city of Thas, and they warn you that they will call out the city guard and arrest you if you do not give them the information they require. You tell them that you have come from the Beholder of Yanis and that you seek she who is called Serocca. Immediately upon hearing her name the two guards order that the gate be re-opened. The portal of grey stone swings back and they beckon you to enter. As you pass beneath the archway, a dozen of their kind gather round you, chirruping and twittering excitedly.
‘Come,’ says one of the guards, pointing to the tower. ‘We will escort you to Serocca.’
Your shaft clips his neck and rips open a line of chainmail links before arcing over the parapet of the roof. Blood oozes thickly from his wound and the force of the Arrow stuns him momentarily, but it does not prevent him from scooping the Lorestones into a small velvet sack, which hangs from his sword belt. Quickly you shoulder your Bow in favour of a hand weapon and rush forward, determined to prevent his escape.
From out of the gloom emerges a colossal form: the monstrous, pear-shaped head of a giant sewer snake. It rears up from the narrow tunnel and fixes you with its burning yellow eyes, its forked tongue flickering to within inches of your chest. Its slit pupils dilate and you barely have time to draw a weapon before it strikes:
Haagadar Sewer Snake:
COMBAT SKILL
25
ENDURANCE
41
This creature is immune to Mindblast (but not Psi-surge).
If you win the combat, you continue up the stairs towards the surface:
turn to 70
.
Instinctively you try to deflect the blast of energy with the silver rod you are holding, but your reactions are a fraction too slow and the fiery bolt of power hits you and rips open your chest. Death is instantaneous.
Tragically, your life and your quest end here on the Zhamin Plateau of the Daziarn Plane.
Under cover of the thick, black smoke generated by the creature's breath, you stalk forward, weapon in hand, determined to strike before it can muster enough bile to fuel a second gout of flame. The beast does not expect such a bold move and you are able to creep within striking distance of its vulnerable eyes.
Zhengha:
COMBAT SKILL
35
ENDURANCE
42
This creature is immune to Mindblast (but not Psi-surge).
If you win the combat,
turn to 265
.
Stealthily you move through the tangled undergrowth to arrive at the edge of the road at a spot opposite the Meledorians, whom you can hear talking in hushed tones in a language you find easy to understand. They are speculating on what has become of you and your chariot escort, now long overdue. You notice that 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 have the Magnakai Discipline of Divination and wish to call to them telepathically,
turn to 52
.
If you wish to shout who you are without revealing your position,
turn to 242
.
If you wish to emerge from the bushes with your hands above your head,
turn to 15
.
You reach the vault, only to discover that the door is split wide open and the walls are crawling with a swarm of loathsome, rat-like abominations. They squeal and gnash their sharp teeth furiously as they latch on to your scent.
If you possess a Fireseed and wish to throw it,
turn to 2
.
If you decide to run back to the Grand Sepulchre and attack the three creatures that block the entrance,
turn to 298
.
If you wish to draw a hand weapon and fight these rat-like horrors,
turn to 187
.
You leap from the open back of the chariot and land feet-first on the bank. The ground is soft but there are many boulders embedded along the river's edge, and as you roll down the slope, you cannot avoid colliding with some of them.
Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Huntmastery, deduct 2 from the number you have picked.
If your total is now 3 or less, lose 1
ENDURANCE
point. If it is 4–6, lose 2
ENDURANCE
points. If it is 7–9, lose 3
ENDURANCE
points.
Make the necessary adjustments to your
Action Chart
before
turning to 165
.
You aim at his heart and let fly your shaft, but he senses he is at risk and twists aside, hoping that your Arrow will strike askew and be deflected by his highly polished mail.
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 45
.
If it is 5–8,
turn to 263
.
If it is 9 or more,
turn to 287
.
Outside the wind howls like a horde of demons. It whips the sand into whirling cyclones that perform an erratic dance of destruction upon the plateau. You watch this awesome spectacle until the fatigue of your ordeal finally 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 off into a restless sleep.
You pound across the weather-worn planks towards the middle of the bridge only to encounter T'uk T'ron and the driver scurrying towards you. ‘Go back!’ he cries. ‘Go back … must save chariots or we all die here!’
If you wish to help T'uk T'ron defend the chariots,
turn to 273
.
If you decide to stay in the middle of the bridge and attempt to repair the hole,
turn to 176
.
If you wish to abandon the Ookor and escape across the bridge on foot,
turn to 10
.
The force of the attack leaves you breathless with fright. The shadowy riders sense your morbid fear and emit a terrible laugh, cruel and heartless, as they move to surround you. You sense an impending storm and the feeling is heightened by the roiling clouds of the Neverness.
If you possess the Magnakai Discipline of Psi-surge,
turn to 270
.
If you do not possess this skill or do not wish to use it,
turn to 41
.
The guards scowl and wave their arms fitfully. Then the gate creaks open and a horde of ape-men, brandishing spears and swords with sharp crystal blades, rush forward and surround you. Instinctively you reach for a weapon, but the points of their spears dissuade you from unsheathing it. Reluctantly you raise your hands and allow them to march you into their city under heavy guard.
You sprint into the forest, thankful that the canopy of twisted branches offers good protection from an air attack. Only when you are sure that it is safe do you stop to catch your breath and check your equipment. To your dismay you discover that the creature's attack ripped open your Backpack and several items have fallen out during your escape.
Erase from your
Action Chart
one Special Item of your choice, and those Backpack Items which you have noted first and third on your list.
To continue,
turn to 138
.
With consummate accuracy you send an Arrow whistling into the treetops. It ends its flight buried feather-deep in the scaly abdomen of an Agtah sniper. The beast gives a piercing shriek and tumbles to the ground, landing with a sickening thud near the base of Baylon's Bough.
Odel praises your skill and rushes forward, half-crouched, to search the Chaos-creature's body.
If you wish to stay where you are and cover him with your Bow,
turn to 91
.
If you wish to follow him,
turn to 178
.
Although you heard no sound when the platinum door closed, you soon discover that it is firmly locked, and yet there is no evidence of keyhole, hinge, or bolt. After careful examination you decide that it must be held secure by a spell or some other magical device.
If you possess the Magnakai Discipline of Divination and have reached the rank of Scion-kai,
turn to 83
.
If you do not possess this skill, or if you have yet to reach this level of Magnakai training,
turn to 9
.
You draw back your golden blade and take aim at the Chaos-master's heart. But the closeness of your goodly blade screams a warning at this evil god and quickly he turns to face you. You strike a blow which wounds his side but misses its vital target. With a roar of pain the Chaos-master drops his club and clasps his side. Pain swiftly becomes rage and, with a vengeful scream, he reaches out to crush you to death in his monstrous hands.
Chaos-master (lightly wounded):
COMBAT SKILL
44
ENDURANCE
62
This being is immune to Mindblast (but not Psi-surge). If you possess the Lore-circle of the Spirit, add 2 points to your
COMBAT SKILL
for the duration of the fight.
If you win the fight,
turn to 47
.
Your lightning reactions save your life: you twist aside to avoid the deadly bolt and it passes within inches of your chest, thudding into a tree behind. Instantly you drop to your knees and crawl rapidly through the undergrowth, lest they fire again at the place where you stood. You stop when you reach the bushes that border the road, for opposite you can see the scouts crouching nervously beside their mounts.
If you have the Magnakai Discipline of Divination and wish to call to them telepathically,
turn to 52
.
If you wish to shout who you are without revealing your position,
turn to 242
.
If you wish to emerge from the bushes with your hands above your head,
turn to 15
.
A group of hairy, squat-limbed creatures step from the shadow of the trees. They are armed with crude spears, which they clasp in their ape-like hands as they approach nervously. They surround you in a wide circle and one of their number utters a loud, twittering sound. Then he narrows his eyes and tilts his head as if expecting you to answer his call.
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 309
.
If you have neither of these skills,
turn to 108
.
Using your index finger you inscribe the symbols into the soft surface of the square, but, as soon as you remove your hand, the symbols fade. Suddenly a crackling surge of electrical power arcs from a slot in the portal's stone surround. It catches you full on the chest and flings you several feet through the air: lose 10
ENDURANCE
points.
If you survive this severe shock,
turn back to 25
and study the remaining symbols very carefully before you attempt to open the door again.
Serocca blinks away her tears and forces herself to concentrate on the matter in hand. Again the image fades from the table and a new one takes its place: a picture of forested hills and steep-sided valleys. ‘This is where the Lorestones emerged from the Shadow Gate,’ she says, her voice now calm and controlled. ‘I detected their presence immediately, for the power they radiate is extraordinary.’
‘Where is this place?’ you ask.
‘It is the Nahgoth Forest, close to the border with Meledor. I estimate that the Lorestones lie within a few hundred yards of Tolakos, the ancient burial ground of the Meledorians,’ she replies, but with caution in her voice.
‘Is this not good news?’ you ask, relieved to know at last where the objects of your quest are situated.
‘Yes, it is, but for the struggle now taking place in the region. The Meledorians are locked in battle against the forces of the Chaos-master, who is determined to claim all of the Nahgoth for himself. Tolakos is but a few leagues from where the fighting is fiercest.’
‘Then I must retrieve the Lorestones quickly,’ you say, rising from your seat in your eagerness to press on with your quest.
‘Indeed you must, but it would benefit you nought if you were to reclaim them and then be unable to return to your home world for the lack of knowing where to go. Be patient a little longer, Lone Wolf, and I shall show you where, in all this vast region of the Daziarn, you can find the one Shadow Gate that leads to Magnamund.’