The Prisoners of Time (5 page)

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Authors: Joe Dever

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

BOOK: The Prisoners of Time
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20

With dread anticipation you stagger to your feet to survey your new surroundings. A bleak and desolate plateau, seemingly devoid of life, stretches into the distance on all sides. Jagged boulders litter a desert of crimson sand, which is stirred to restless motion by fierce and scorching winds. Neither sun nor moon hang in the amber skies above, yet their absence does not leave this world in darkness, for all along the horizon blazes a fire which glows brighter than a thousand sunsets. You stare across this alien landscape and a feeling of helplessness grips your senses as you realize where you have emerged. This is the twilight world of the Daziarn Plane.

A knot of fear tightens in your stomach as you recall what little you have heard about this world. The magicians of Sommerlund believe it to be an astral corridor that connects Magnamund with other planes of existence. So, by passing through a Shadow Gate, one of which is situated below the Guildhall in Toran, a person can gain entry to the Daziarn. However, those who have passed through the Shadow Gate in Toran have never been seen again and the magicians believe that the journey can be made in only one direction. They say there is no escape from the Daziarn.

Your vow to restore the Kai and your stubborn will to survive against all odds refuse to let you believe that there is no way back to your home world. You cast aside your fear and steel yourself for the task of finding a means of escaping from this desolate place. But firstly you must recover the two Lorestones that fell into the Shadow Gate shortly before you.

If you possess the Magnakai Discipline of Divination and have reached the Kai rank of Tutelary or higher,
turn to 145
.

If you do not possess this skill or have yet to reach this level of Magnakai training,
turn to 297
.

21

Your Arrow is well aimed and deadly effective. It enters the creature's mouth, skewers its heart, and sends it spinning wildly into the trees amid a spray of foul green blood. Without waiting to discover if it was the only one of its kind, you shoulder your Bow and hurry away from the clearing.

Turn to 138
.

22

For his size the warrior is as quick as a cat. At your approach he draws a curvy-bladed sword and prepares to greet you with its razor-sharp edge. You strike first, aiming a blow at his head, but he dodges it and moves continually, presenting you with a hard target to hit. You strike again and this time he parries your blow and turns it back with such strength that you are sent reeling to the edge of the roof.

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 points (that is, if you score an ‘automatically killed’ result on the Combat Results Table),
turn to 123
.

23

‘I perceive much in your character that pleases me, human. You possess inner strength, honour, and a fiery courage uncommon among the mortals of Aon. Were it not for these traits I would have no hesitation in ridding myself of you, for I will not tolerate the weak and untrustworthy in my realm.’

He pauses for a moment and gazes fixedly at the shapes swirling near the centre of the room. ‘I have looked into your mind and the reasons why you are here in the Daziarn are now known to me. The quests and struggles of Magnamund are of no significance to the Shining City, but there are those of this world who would rejoice to learn that the last of the Kai is here, if only to seek you out and destroy you. For this reason you must leave Yanis. But I shall not send you away without guidance, for you have my respect and I shall help you all I can.’

Turn to 122
.

24

A wide grin cracks the old Ookor's face. Awkwardly she picks up the cards and shuffles them in her rheumatic hands before asking you to choose three of them at random.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–3,
turn to 172
.

If it is 4–6,
turn to 307
.

If it is 7–9,
turn to 224
.

25

Below are shown four groups of symbols, only one of which is correct. One group, when inscribed on the blank square, will open the lock that secures the great door.

Study the symbols carefully and compare them with the other three groups in the illustration accompanying
entry 131
. When you think you have found the group of symbols that completes the sequence of four, turn to the entry given below it:

If you believe A completes the sequence,
turn to 216
.

If you believe B completes the sequence,
turn to 344
.

If you believe C completes the sequence,
turn to 42
.

If you believe D completes the sequence,
turn to 169
.

26

With deceptive ease the leader and two of his followers dismount from their massive, winged steeds. They each dwarf you by an arm's length and, although their heavy, muscular bodies seem incapable of stealth, they approach the cairn with animal grace.

‘Zeeu klo-ka kilkora dau Ztuul n'ra?’
speaks the leader, his voice deep and resonant.
‘Ryl'aan noorna?’
says the being by his side, his eyes blazing like twin discs of amber flame.

If you have the Magnakai Discipline of Pathsmanship and have reached the rank of Scion-kai,
turn to 252
.

If you do not possess this Magnakai Discipline or have yet to reach this level of Magnakai training,
turn to 280
.

27

As you look down from the parapet you are greeted by a stirring sight. Lorkon Ironheart's army is surging into Tolakos, transforming the chaos-choked grounds into a raging battlefield. At their head you see Lorkon, his silver armour and scarlet cloak tarnished with black blood, striking at the enemy with blurring speed and deadly accuracy. He leads a massive wedge of Meledorian warriors whose faces and armour are painted with magical runes to ward off the creatures of chaos. The Agtah melt before them, like ice before a fire, and flee in panic to the dark safety of the Nahgoth. The Meledorians give a rousing cheer of victory to speed the enemy's retreat. But their jubilant cries are soon stifled when, from the depths of the forest, they are answered by a thunderous roar.

Illustration I
—The Agtah flee in panic before the fierce onslaught of Lorkon Ironheart's army.

Turn to 40
.

28

In the centre of each clump of herbs rests a cluster of large, acorn-shaped buds, which exude the sweet pungent aroma that hangs heavily in the air.

If you have the Magnakai Discipline of Curing,
turn to 129
.

If you do not possess this skill,
turn to 180
.

29

Drawing on your Magnakai power you will the beam to move while simultaneously pushing it back into position with your feet. Slowly the thick timber inches towards its bedding but, as it is about to drop snugly into place, your concentration is broken by the sound of a quiet, snickering laugh.

If you have the Magnakai Disciplines of Divination
and
Huntmastery,
turn to 92
.

If you do not possess
both
these skills,
turn to 316
.

30

The ghostly spirit-shapes possess the faces of every enemy you have ever slain. They twist and contort beneath your gaze, their empty eyes burning with cold blue flames as they return your stare. You press your fists to your eyes and scream in an effort to block out this haunting nightmare, but to no avail. It saps your strength and numbs you to the bone: lose 5
ENDURANCE
points.

Turn to 175
.

31

A thick, sinuous tail whips out from the rear of the creature's scaly body and slams into the cavern wall above your head, gouging a deep furrow in the friable rock. Before it can lash out a second time you unsheathe a hand weapon and strike at its vulnerable eyes.

Khozinda:
COMBAT SKILL
 32   
ENDURANCE
 48

If you win the combat,
turn to 245
.

32

You draw an Arrow and take aim as he stoops to snatch the Lorestones with his gloved hands. But he is covered in heavy mail and, even at such close range, there are few places where you can be sure that your Arrow will pierce his armour.

If you wish to fire at his visor,
turn to 76
.

If you wish to fire at his throat,
turn to 151
.

If you wish to fire at his chest,
turn to 333
.

33

There is a shrieking squeal as the wheels lock and the chariot slews violently across the road. The driver fights to control his team by pulling on the reins with all his strength, but the heavy leather straps are caught among the traces and the onipa do not respond: the chariot is out of control. Desperately you cling to the hand-rail as one wheel rises and the platform begins to tilt.

If you have the Magnakai Discipline of Animal Control,
turn to 85
.

If you do not possess this skill, you can leap from the chariot:
turn to 299
.

Or you can hold on tight and pray that the driver will regain control of the onipa team:
turn to 243
.

34

You race back across the graveyard and charge headlong into the three creatures blocking the entrance. They bellow and growl as your first blows find their way between their plates of armour. Quickly they retaliate by lashing at you with their long, suckered tentacles. Their attacks are ill-aimed and clumsy, but wherever one of their rubbery limbs touches your body it leaves an angry red weal.

Octagtah:
COMBAT SKILL
 12   
ENDURANCE
 43

Unless you possess the Magnakai Discipline of Curing and have reached the Kai rank of Mentora or higher, add 2 to any
ENDURANCE
point losses you sustain during this combat, owing to the poisonous lash of their tentacles.

If you win the combat,
turn to 133
.

35

For several hours you accompany the Ookor across a vast tract of grassland, featureless save for a narrow trail and a line of low hills, which rest on the horizon like a sleeping colossus. During the trek you become very hungry: you must eat a Meal or lose 3
ENDURANCE
points. Eventually the trail ascends to the peak of the hills and, as you clear the crest, you see a remarkable sight beyond.

Turn to 222
.

36

You sense immediately that the tiny orange growths are poisonous Khetu Spore pods. If swallowed, or if the spores are allowed to infect the bloodstream, the toxin can kill in a matter of minutes.

If you wish to collect a handful of these Khetu Spores, mark them on your
Action Chart
as a Backpack Item.

Turn to 247
.

37

No sooner has the snarling Agtah dropped lifelessly from your arm than another slams against your back and sends you sprawling face first into the mud. You twist yourself free of its grip and aim a blow at its glistening green head, but its reactions are as fast as yours and your blow cleaves nothing but a furrow in the dark earth. It springs forward once more; you pull up your legs and kick out at its chest, catch it squarely and ram the foul air from its lungs. It howls and lands heavily, but it is back on its feet to meet your next attack.

Agtah Packleader:
COMBAT SKILL
 27   
ENDURANCE
 32

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

You can evade combat after three rounds by
turning to 303
.

If you win the combat,
turn to 254
.

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