Read Flight from the Dark Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
You can see the tall grey-white walls and glimmering spires of Holmgard, its banners fluttering from the battlements in the fresh morning breeze. Stretching out towards the west, the River Eledil traces its course from the mountains of the Durncrag Range to the Holmgulf. But from below the mountain peaks you can see a vast black army marching relentlessly on towards the city.
To your right you can see the highway heading off over the rolling plain towards Holmgard. At a run you could reach the outer fieldworks of the city defences in an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. However, ahead of you, a wide and muddy river drifts sluggishly towards the Eledil. You could use the cover of the river banks and swim towards the capital. Or towards your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach, but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.
If you will try your luck by the highway,
turn to 58
.
If you feel that you stand a better chance of reaching the capital via the river, then
turn to 135
.
Or if you are brave enough to risk the unknown perils of the Graveyard of the Ancients,
turn to 102
.
You soon emerge from the woods onto a main highway. You recognize it as being the main road between the port of Toran in the north and the capital in the south. Spurring your horse on, you estimate you will reach the capital by morning.
You fight your way through the press of bodies along the main street towards the citadel in the distance. City folk are rushing to and fro in the grip of panic, as the cries of Kraan are heard circling high above.
In the crush, one item is stolen from your Backpack. If you no longer have a Backpack or if you have no Backpack Items, you lose a Weapon. Remember to take this off your
Action Chart
.
A runaway horse and cart career past and knock you into a doorway. You are stunned and you lose 2
ENDURANCE
points. As you stagger to your feet, the door bursts open and a decrepit old man attacks you with a meat cleaver. He is quite insane and you must fight him or take evasive action.
If you choose to fight,
turn to 63
.
If you wish to evade a fight,
turn to 217
.
You feel as if you have been run down by a cart or wagon. As you fall forward the last thing that you remember before the darkness overcomes you, is the taste of the sandy road and the terrible pain in your back.
You have ridden about a mile when you are knocked from your horse by an arrow grazing your forehead. You lose 3
ENDURANCE
points.
As you pull yourself to your feet, you see a patrol of Drakkarim emerge from the woods on either side of the road. You have been ambushed and must evade them as quickly as possible by going into the forest.
After a few minutes walking, you find a mossy hut set back from the path. You are hungry and must eat a Meal here or lose 3
ENDURANCE
points. As you eat you notice that the path starts to curve towards the east.
2
If you wish to follow it,
turn to 42
.
If you wish to return the way you have come,
turn to 28
.
[2] The wording of this section assumes that you have come from
Section 28
. If you have just reached this section for the first time from
Section 42
, read the last sentence and two choices as follows: ‘… As you eat you notice that the path starts to curve towards the north. If you wish to follow it,
turn to 28
. If you wish to return the way you have come,
turn to 42
.’
Kicking open the door, you dive into the farmhouse. A Kraan soars overhead, letting out a shriek of victory, a victim hanging in its claws. Getting to your feet, you find yourself alone. But propped against the fireplace is a Warhammer. You may take this Weapon if you wish.
If you want to stay in the farmhouse,
turn to 81
.
If you would feel safer in the forest, you can make a dash by
turning to 320
.
If you wish to search the room further,
turn to 199
.
As you ride along the highway, you notice that light is getting worse. It will soon be completely dark — and impossible to see any dangers that may lurk ahead. You decide to hide and rest at the wood's edge until morning.
When you are satisfied that no one can see you, you pull your warm green cloak about you and drift off into an uneasy sleep.
Although a little overcooked, the food tastes fine (although it is not enough for a whole Meal) and the clear water slakes your thirst. You have spent nearly half an hour resting in this house when you suddenly realize the delay.
Prepare your equipment and leave.
Turn to 83
.
If you concentrate on the keyhole, you could move the mechanism of the lock and open it. You can then make the pin levitate and free it from the lockplate, avoiding falling prey to any traps that may be set off as the door unlocks.
If you wish to use your Kai Discipline of Mind Over Matter to open this lock and levitate the pin,
turn to 87
.
If you wish to remove the pin,
turn to 337
.
The herbalist offers you a selection of special potions. Some increase your strength; some induce invisibility; some give you great powers of stealth; and others give you the power of turning yourself into a gaseous form. The man pulls open the bottom drawer of the counter to reveal a magnificent wand. He says that it is a powerful weapon against all evil creatures, and that it will make you invulnerable in battle. He points to the mystical inscriptions which cover the black staff.
If you wish to lean over the counter and read the strange inscriptions,
turn to 49
.
If you are more interested in the potions,
turn to 231
.
Before you are the tall grey-white walls and glimmering spires of Holmgard, the city's banners fluttering from the battlements in the fresh morning breeze. Stretching out towards the west, the River Eledil traces its course from the mountains of the Durncrag Range to the Holmgulf. But below the mountain peaks you can see a vast black army marching relentlessly on towards the capital.
To your right you can see the highway heading off over the rolling plain towards Holmgard. At a gallop you could make the outer fieldworks of the city's defences in less than an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. Directly ahead of you, a wide river drifts sluggishly towards the Eledil. If you abandoned your horse, you could swim towards the outer defences under cover of the river banks. Or there is a final alternative. To your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.
If you will try your luck by the highway,
turn to 202
.
If you feel that you stand a better chance of reaching the capital via the river then
turn to 135
.
Or if you are brave enough to risk the unknown perils of the Graveyard of the Ancients,
turn to 329
.
You are dizzy from your wound and you stumble through the trees like a blind man.
Suddenly you fall forward as if the ground has been snatched from beneath your feet. You have fallen head-first into a hunting pit. As you look up, you can see four Drakkarim levelling their bows at you, evil sneers spreading simultaneously across their ugly faces.
As the world darkens, the last things you feel are the black shafts of their arrows deep in your chest. You have failed in your mission.
As you approach, the group of people stop talking. You can see by their expressions that they recognize your green Kai cloak. Slowly, one of the men extends his hand in friendship and says, ‘My Lord, we had heard a rumour that the Kai were destroyed. Heaven be praised that it is not so. We feared all was lost.’
You do not tell them of the destruction of the monastery, for they are refugees from Toran and have lost everything they owned. Their only hope now is that the Kai Lords will lead an army to victory. You learn that the northern port was attacked from both air and sea, and that the forces of the Darklords far outnumbered the King's brave garrison. You reassure them that Sommerlund will not fall and wish them luck on their journey ahead.
Black arrows embed themselves in the mud all around you. More Giaks have appeared on the steep slope of the river bank and are firing at you. There is no cover on this side of the river.
If you wish to dive into the water and swim with the current,
turn to 294
.
If you wish to swim across to the cover of the trees on the other bank,
turn to 245
.
The forest begins to thin out until finally you can make out a road through the trees ahead. The highway is full of people heading south. Many are wheeling their possessions along on handcarts.
If you wish to join the refugees and perhaps learn more of what has happened in the north,
turn to 30
.
If you would prefer to continue to move south but under cover of the trees,
turn to 167
.