Flight from the Dark (4 page)

Read Flight from the Dark Online

Authors: Joe Dever

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

BOOK: Flight from the Dark
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11

You quickly dodge into the doorway of a stable and hide your surgeon's cloak in the straw, for it would be better to be seen as a Kai Lord than as a charlatan.

Without wasting a second, you set off towards the Great Hall on the other side of the courtyard.

Turn to 139
.

12

The bodyguard looks at you with great suspicion and then slams the door shut. You can hear the sound of voices inside the caravan. Suddenly the door swings open and the face of a wealthy merchant appears.

He demands 10 Gold Crowns as payment for the ride.

If you have 10 Gold Crowns and wish to pay him,
turn to 262
.

If you do not have enough Gold Crowns or do not wish to pay him,
turn to 247
.

13

The path soon ends at a large clearing. In the centre of the clearing is a tree much taller and wider than any others you have seen in the forest.

Looking up through the massive branches you can see a large treehouse some twenty-five to thirty feet above the ground. There is no ladder, but the gnarled bark of the tree offers many footholds.

If you wish to climb the tree and search the treehouse,
turn to 307
.

If you would rather press on,
turn to 213
.

14

You reach the top of a small wooded hill on which several large boulders form a rough circle. Suddenly you hear a loud growl from behind a rock to your left.

If you wish to draw your weapon and prepare to fight,
turn to 43
.

If you would rather take evasive action by running as fast as you can over the hill,
turn to 106
.

15

You pass through a long, dark tunnel of overhanging branches that eventually opens out into a large clearing. On a stone plinth in the centre of the clearing is a Sword, sheathed in a black leather scabbard. A handwritten note has been tied to the hilt, but it is in a language which is foreign to you.

You may take the Sword if you wish, and note it on your
Action Chart
.

There are three exits from the clearing.

If you decide to go east,
turn to 207
.

If you decide to go west,
turn to 201
.

If you decide to go south,
turn to 35
.

16

You manage to free a horse from the straps securing it to the caravan. It is frightened by the scent of the approaching Doomwolves, and the cries of their evil riders — the Giaks.

Preparing your weapon, you spur your skittish horse towards the oncoming beasts. They are less than fifty yards away and they are lowering their lances at you as they get nearer and nearer.

You are charging head-on towards each other.
Turn to 192
.

17

You raise your weapon to strike at the beast as its razor-fanged mouth snaps shut just inches from your head. Buffeted by the beating of its wings you find it difficult to stand.

Deduct 1 point from your
COMBAT SKILL
and fight the Kraan.

Kraan:
COMBAT SKILL
 16   
ENDURANCE
 24

If you kill the creature, you quickly descend the far side of the hill to avoid the Giaks.

Pick a number from the
Random Number Table
.

If you pick 0,
turn to 53
.

If you pick 1–2,
turn to 274
.

If you pick 3–9,
turn to 316
.

18

You are awoken by the sound of troops in the distance. Across the lake you see the black-cloaked figures of Drakkarim and a pack of Doomwolves and their riders. A Kraan appears from above the trees and lands on the roof of the small wooden shack.

It is ridden by a creature dressed in red. The Kraan takes off and begins to fly across the lake to where you are hidden.

If you wish to use the Kai Discipline of Camouflage,
turn to 114
.

If you wish to ride deeper in the forest,
turn to 239
.

If you wish to fight the creature,
turn to 29
.

19

Just ahead through the tall trees you can see clumps of dark-red gallowbrush, a thorny briar with sharp crimson barbs. The common name for this forest weed is ‘Sleeptooth’, for the thorns are very sharp and can make you feel weak and sleepy if they scratch your skin.

If you have the Kai Discipline of Tracking,
turn to 69
.

You can avoid the Sleeptooth by returning to the track.
Turn to 272
.

Or you can push on through the briars, deeper into the forest, by
turning to 119
.

20

It seems that whoever lived here left in a great hurry — and they must have left quite recently. A half-eaten meal still remains on the table, and a mug of dark jala is still warm to the touch.

Searching a chest and small wardrobe, you find a Backpack, food (enough for two Meals), and a Dagger.

If you wish to take these items, remember to mark them on your
Action Chart
. You continue your mission.

Turn to 273
.

21

You have ridden about two miles into the tangle of trees when the ground becomes very marshy.

Pick a number from the
Random Number Table
.

If it is below 5, your horse has suddenly plunged into thick mud up to its belly. If the number is 5 or above, you manage to steer clear of the morass and may now
turn to 189
.

If you are stuck, pick another number from the
Random Number Table
. If this time the number is 7 or less, the mud engulfs you up to your armpits. Your horse gives one last despairing scream as its muzzle disappears into the bubbling mud. If you scored above 7, you drag yourself onto firm ground and
turn to 189
.

If not, then this is your last chance! If you pick any number except a 9, the foul-smelling bog sucks you under and claims another victim. Your life and your mission end here. But if you have picked a 9,
turn to 312
.

22

Knocking aside the leader, you sprint off along the highway. Then behind you the ominous
click
of a crossbow being cocked sends a shiver down your spine.

Pick a number from the
Random Number Table
.

If you have picked a number 0–4,
turn to 181
.

If you have picked a number 5–9,
turn to 145
.

23

The corridor soon widens into a large hall. At the far end, a stone staircase leads up to a huge door. Two black candles on either side of the stone steps dimly illuminate the chamber. You notice that no wax has melted, and as you get nearer you can feel that they give off no heat. Ancient engravings cover the stone surfaces of the walls.

Illustration II
—An ornate pin appears to lock the door, but there is also a keyhole in the lockplate.

Anxious to leave this evil tomb, you examine the door for a latch. An ornate pin appears to lock the door, but there is also a keyhole in the lockplate.

If you have a Golden Key and wish to use it,
turn to 326
.

If you have the Kai Discipline of Mind Over Matter,
turn to 151
.

If you wish to remove the pin,
turn to 337
.

24

The merchant shouts to the driver of the caravan to jump. ‘We're under attack!’ he cries, disappearing through a circular window.

If you decide to jump after him,
turn to 234
.

If you decide to run through the caravan and grab the reins of the horse team,
turn to 184
.

25

You land with such a crash on the opposite roof, that the wind is knocked out of you and you lie flat on your back with your head in a spin.

It takes a minute or so for you to realize that you've made it and are perfectly safe. When you are sure you are all right, you jump up and let out a shout for joy at your skill and daring.

Quickly you find a way across the roof and climb down a long drainpipe to the street below. You see the large iron doors of the citadel open, and a wagon drawn by two large horses tries to leave. The horses are frightened by the noisy crowd and they both rear up, causing the wagon to smash a front wheel against the door. In the confusion, you see a chance to enter and quickly slip inside just as the guards slam the doors shut.

Turn to 139
.

26

Cautiously, you move along the corridor until you come to a sharp eastward turn. A strange greenish light can be seen in the distance.

If you wish to continue,
turn to 249
.

If you wish to go back and try the southern route,
turn to 100
.

27

You walk along this path for over an hour, carefully watching the sky above you in case the Kraan attack again. Up ahead, a large tree has fallen across the path. As you approach, you can hear voices coming from the other side of the massive trunk.

If you choose to attack,
turn to 250
.

If you choose to listen to what the voices say,
turn to 52
.

28

After a few hundred yards, the path joins another one running north to south.

If you wish to go northwards,
turn to 130
.

If you wish to head south,
turn to 147
.

29

You stride out to the water's edge and prepare yourself for combat. The Kraan and its rider spot you and begin to speed across the lake barely inches above the surface.

The rider lets out a scream that freezes your blood. He is a Vordak, a fierce lieutenant of the Darklords.

He is upon you and you must fight him. Deduct 2 points from your
COMBAT SKILL
unless you have the Kai Discipline of Mindshield, for the creature is attacking you with its Mindforce as well as with a huge black mace.

Vordak:
COMBAT SKILL
 17   
ENDURANCE
 25

If you win the fight,
turn to 270
.

30

The people look tired and hungry. They have come many miles from their burning city. Suddenly, you hear the beat of huge wings coming from the north.

‘Kraan, Kraan! Hide yourselves!’ the cry goes up all along the road.

Just in front of you, a wagon carrying small children breaks down, its right wheel jammed in a furrow. The children scream in panic.

If you wish to help the children,
turn to 194
.

If you'd rather run for the cover of the trees,
turn to 261
.

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