Wolf's Bane (27 page)

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Authors: Joe Dever

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

BOOK: Wolf's Bane
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303

Within thirty seconds of both panels closing, all of the air is sucked out of this tiny metal cell. Your Magnakai Discipline of Nexus sustains you for a further ten minutes, during which precious little time you try everything possible to extricate yourself from this deadly vacuum. Unfortunately, your valiant efforts are to no avail. You are unable to penetrate the strange metal skin of this cell. Slowly, reluctantly, you succumb to the lack of oxygen until you drift off into a sleep from which you never awaken.

Sadly, your life and your duel end here.

304

Slowly you descend the stairs and approach the banqueting table. Wolf's Bane slides the open case towards you and motions for you to take a weapon. You reach for the box and remove the uppermost rapier, and then you slide the case back across the table to your opponent.

‘Very well,’ he says, as he takes the sword and makes a few strokes to gauge its balance, ‘let the duel begin.’

The Duel: Lone Wolf vs. Wolf's Bane

The Combat Ratio for the duel is −4. This ratio takes account of all bonuses which may apply (e.g. Grand Weaponmastery with Sword, psychic attacks, and Special Items). Wolf's Bane's
ENDURANCE
score is identical to your current
ENDURANCE
score, unless you possess a Bronze Disc. If you possess this Special Item, you may reduce your enemy's
ENDURANCE
by 4 points before the commencement of combat.

Conduct the combat using the normal combat procedure. However, should Wolf's Bane's
ENDURANCE
be reduced to 10 or less, do not continue any further with the fight. Instead,
turn immediately to 151
.

305

You retreat all the way down to the bowl of the corolla, to where you began your ascent. Here you take the opportunity to check your Backpack and you discover that three items have been damaged beyond repair. (Erase three items of your choice from your current list of Backpack Items.) Having had your hopes of escape thwarted by the creature, you see that the hollow stem is now the only remaining chance you have of getting out of this plant alive.

Turn to 103
.

306

You approach the hut and crouch down beside its mud wall, close to its open door. Your senses detect no glyphs or other traps here, and there are no residues of magical energy that might betray the presence of illusions or shielding spells. Wary of further delay, you approach the trench at the centre of the hut and descend a flight of steps that leads down to an underground tunnel. You still cannot detect any traps, yet you have gone only a few yards along this narrow passageway when you hear the terrifying roar of a large cat. With an abruptness that takes your breath away, a huge tiger-like beast comes bounding from out of the darkness ahead. So sudden and unexpected is this creature's attack, that you only just have time in which to unsheathe a hand-weapon as it hurls itself upon you.

Rahjaz:
COMBAT SKILL
 48   
ENDURANCE
 41

This creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

If you win this combat,
turn to 249
.

307

Your powerful Discipline of Animal Control suppresses the Bangrol's natural instinct to defend its nest and immediately it breaks off its attack. It circles around the chamber, cawing with frustration, and then re-enters the chimney and escapes back to the surface.

Turn to 78
.

308

For two hours you observe the tower. During this time you sense that an invisible field of energy surrounds the wall, a defence that complements the terrifyingly deep moat. This force field disappears only when the portal opens and the drawbridge extends to allow for the arrival or departure of armoured warriors, or strange horseless wagons that hover a few feet from the ground, but in the main the great door remains firmly closed.

You notice that the sparse traffic of warriors and wagons passes along one avenue. It is the only thoroughfare approaching the tower which has been cleared of debris. It is an uncomfortable vigil, but the time you spend observing the tower is rewarded when a bold plan gradually takes form in your mind.

You assess that an entry to the tower could be effected by two means: if you were able to ambush a warrior and use his armour as a disguise, or, if you were able to stow away aboard one of the wagons approaching the moat.

If you wish to attempt to ambush one of the armoured warriors,
turn to 276
.

If you decide to attempt to stow away aboard a hover-wagon,
turn to 79
.

309

You are within ten feet of the exit tunnel when a heavy sheet of iron falls from the ceiling and seals off your chosen route of escape. The fog is beginning to thin out and you can now see the creatures in the pot who attempted to shoot you full of arrows. They are small, blue-skinned reptilians, with cruel crocodilian faces and curiously human hands. They are armed with finely crafted bows of gleaming white bone that you detect are capable of discharging six poisoned arrows every second. The reptilians are close to reloading these bows — you must act quickly if you are to avoid becoming the target of a second deadly volley.

If you possess Kai-alchemy and wish to use it,
turn to 277
.

If you possess Magi-magic and wish to use it,
turn to 219
.

If you possess a Bow and wish to use it,
turn to 136
.

If you possess neither of these Disciplines, nor a Bow, or choose to use none of them,
turn to 82
.

310

The moment you pass through the storm clouds, you enter a stratosphere that is bathed with magnificent light. Above the city's perpetual cloud layer lies a wondrous vista, an aerial realm that is calm and clear. The golden rays from two suns and the reflected light from twelve satellite moons, combine to bathe the thunderheads with a panoply of colour. You scan these heavens and see high above the dragonfly which is carrying Wolf's Bane. It is climbing towards a castle-like fortress that seems to rest upon a base of wispy cloud, defying gravity. Your enemy's flying mount enters the castle from below, passing through a gap in the underside of its cloudy base. Upon seeing his destination you urge your own winged mount to follow in his wake.

Illustration XVII
—Wolf's Bane's dragonfly enters the castle and you urge your own mount to follow.

You enter the clouds and pass through an open portal, like some massive trapdoor located in the belly of this mystical stronghold. Beyond the portal is a cavern of stone, vaulted and substantial like the dungeons of a great castle. There is no sign of your enemy, save for his mount which is tethered to a wooden pier. You bring your dragonfly in to land upon this pier and then leap down from its back and examine the ground for tracks. You find what you are seeking and they lead you to an archway that opens upon a landing where three tunnels lead off in different directions. However, to your dismay, you discover that Wolf's Bane has deliberately spoiled his tracks; his footprints lead to all three tunnels.

If you wish to explore the north tunnel,
turn to 294
.

If you choose to explore the east tunnel,
turn to 109
.

If you decide instead to explore the west tunnel,
turn to 235
.

311

Desperately you take cover behind a pollen cluster as the insect's lance-like proboscis comes hurtling towards your body.

Solyx:
COMBAT SKILL
 45   
ENDURANCE
 40

This creature is immune to all forms of psychic attack, except Kai-surge and Kai-blast.

You may evade this combat after four rounds by
turning to 144
.

If you win the fight,
turn to 186
.

312

You dive to the ground, but the white beam is lightning fast and it glances your shoulder as you fall: lose 5
ENDURANCE
points. You bite your lip to stifle a scream of pain as you hit the warehouse floor; then you scramble for the nearest cover — a heavy iron chest, banded and riveted with steel — to avoid leaving yourself exposed to another blast from this deadly weapon. The warrior follows your swift move and discharges a second beam from his spear which slams into the iron chest with stunning force. You gasp with horror as you see the side of the chest bulging towards your face. Its thick rivets tremble and its age-blackened skin smoulders with a sullen heat. Instinct takes over, making you roll away from the iron chest and seek cover elsewhere. As you move, the beam of light tears through the rear of the iron box and destroys the ground where, only moments before, your face had been.

You call upon all of your camouflage skills to mask your body as you hurriedly seek a way to escape from this warrior and his sorcerous weapon. You reach the base of a large steel tank and scramble up a ladder fixed to its side. The top of the tank is stacked high with coiled ropes and you force yourself in amongst them. A few moments later you watch the warrior approach the smouldering remains of the iron chest. He is close enough now for you to see that his weapon is attached by a length of steel cable to a canister strapped to his back.

If you possess a Bow and the Discipline of Magi-magic and have attained the Kai rank of Sun Lord,
turn to 209
.

If you do not possess a Bow, or this skill, or if you have yet to attain the rank of Sun Lord,
turn to 156
.

313

As you move across the vault, you hear your would-be ambushers moving around in the cauldron above. You are near the centre of this dingy chamber, level with the hanging pot, when a glassy sphere filled with white liquid is dropped over the side. As it hits the slimy floor it explodes, spraying droplets of the white fluid in every direction. You are hit by this fine spray which instantly reveals your position to the creatures above.

Pick a number from the
Random Number Table
. If you possess Grand Huntmastery and Assimilance, add 2 to the number you have picked.

If your total score is now 3 or less,
turn to 197
.

If it is 4 or higher,
turn to 253
.

314

You summon all of your Kai skills to mask your body before setting foot into the hall. You keep close to the left wall and, as you inch your way closer to the stairs, you pray that your camouflage skills will keep you hidden from the eyes of the creatures gathered around the trough.

Pick a number from the
Random Number Table
. If you possess Assimilance, add 3 to the number you have picked.

If your total score is 4 or lower,
turn to 193
.

If it is 5 or higher,
turn to 24
.

315

You gather your psychic defences and construct a wall around your mind to protect yourself from this agonizing mental assault. Your strategy is swiftly effective and costs you but a fraction of your remaining reserve of psychic energy (lose 1
ENDURANCE
point).

This psychic assault has been one of the strongest you have ever experienced. You have survived it, but your Kai senses tell you that your ordeal has not ended; it has only just begun. You force open your eyes and look with dread at the terrible threat that confronts you now.

Turn to 300
.

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