The Dungeons of Torgar (21 page)

Read The Dungeons of Torgar Online

Authors: Joe Dever

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

BOOK: The Dungeons of Torgar
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298

A tingling sensation electrifies your senses and fills your mind with images of events which took place in this temple thousands of years ago. So strong are the psychic residues that linger here that the images appear breathtakingly vivid.

During the Age of the Old Kingdoms, when the Elder Magi ruled the land, this temple was a place of learning and experimentation. It was here they developed their knowledge and understanding of nature, and many beneficial discoveries were made to the betterment of Magnamund. The guardians of this laboratory were a Drodarin race called the Patar. They served the Elder Magi and in return they were entrusted with their newfound secrets of herbcraft and druidic lore. But the Patar betrayed that trust when they allowed the Cenerese, a clan of evil druids, into the temple to plunder its secrets. The Cenerese called upon their Demonlord, who appeared in this very chamber. He took all that the Elder Magi had nurtured and cultivated, and he turned it against them in the form of a deadly plague that decimated their race. In the wake of their destruction, the Cenerese and Patar rose to power, but their reign was short-lived. A clan of goodly druids called the Herbalish, who had helped the surviving Elder Magi to escape their enemies during the years of the Great Plague, waged war on the Cenerese and were victorious.

The Patar fled the temple in shame and gave a solemn pledge to the Herbalish that they would redeem their act of treachery by devoting themselves to the study of the healing arts and by striving to defeat disease in all its forms. Ever since, the descendants of the Patar have been known as the Redeemers, and each new generation has upheld that ancient vow.

But the story has yet to find an ending, for in this forgotten temple you are now witnessing a terrifying repeat of history. Roark and his followers are Cenerese Druids and they have come here once more to invoke the help of their master — the Demonlord Tagazin.

Turn to 116
.

299

The alarm bell signifies that the entrance to the tower is under attack. Adamas and his army have reached the centre of the city and are now fighting their way down into the dungeons in an attempt to free the slaves. The Death Knights are hurrying to their battle stations and they are unaware of your presence in this chamber.

Turn to 136
.

300

A triumphant cheer fills the air as the soldiers of Prince Graygor and King Sarnac flood into the square; Cetza has been recaptured and the enemy has been smashed beyond recovery. Everywhere you look there are joyous faces, for the death of Baron Shinzar has sealed a victory that will liberate all of Eru from the cruel yoke of Drakkarim occupation.

As you watch the defeated remnants of the enemy escape across the ruins of the Cetza Wall and scurry like rats for the safety of Blackshroud, Prince Graygor joins you in celebration of the victory. ‘We have triumphed, Lone Wolf,’ he says. ‘Our land is now free and the way is open for you to reach Torgar and fulfil your quest.’

Turn to 4
.

301

The crystal explodes with a blinding flash, releasing a bolt of sun-like energy that tears a massive hole in the one-foot-thick iron plate and transforms what little remains into red-hot slag. The shuddering concussion jars the entire causeway and fragments of glowing metal fall all around you. Triumphant cheers rise above the thunderous boom that is rumbling through the ravine, as the spearpoint of Adamas' army surges across the causeway towards the ruined gate.

Illustration XVII
—A massive hole is torn in the iron plate and the spearpoint of Adamas' army surges towards the ruined gate.

Turn to 273
.

302

The sergeant's request is not as innocent as it seems, for he recognizes the copper nuggets that are woven into the braids of the Bullwhip. He knows of only one such whip and its owner would not have parted with it willingly. You sense that several of the other partisans also recognize the whip and are slowly edging their horses nearer in order to surround and attack you.

If you wish to evade combat,
turn to 39
.

If you choose to stand your ground and fight the partisans,
turn to 118
.

303

Your senses reveal that this ancient burial mound contains the evil spirits of 100 Cener Druids, who were slain and incarcerated here many centuries ago. These restless ghosts haunt the wooded isle, preying on the life-force of any humans who dare set foot here. You watch with a mixture of fascination and horror as the phantoms gradually overcome the robed follower and attach themselves to his twitching body like a host of spectral leeches.

Chilled by what you have seen and anxious to avoid a similar fate, you leave the quarry and venture deeper into the dark forest.

Turn to 175
.

304

The jolt leaves you breathless but otherwise unharmed. As you recover your composure you hear a scrabbling sound deep within the rock-face. Suddenly a section of the sheer wall crumbles away, exposing the head of a ghastly worm-like creature with huge clacking mandibles. You have disturbed a hungry Lapillibore and it is intent on eating you alive.

Illustration XVIII
—The head of a ghastly worm-like creature with huge clacking mandibles is exposed.

Lapillibore:
COMBAT SKILL
 16   
ENDURANCE
 50

Owing to your precarious position, deduct 3 points from your
COMBAT SKILL
for the duration of the fight. To prevent yourself from falling into the gorge you can fight using only a weapon that can be used with one hand (i.e. a Sword, Mace, Axe, Dagger, Short Sword, or Warhammer). You cannot make use of a Shield. All weapon-like Special Items should be treated just as normal weapons for determining whether or not you may use them in this combat (e.g. you cannot use the Silver Bow of Duadon but you may use the Sommerswerd).

If you win the combat,
turn to 72
.

305

At the moment of his death, a cone of black fire erupts from the stave and engulfs the Ziran's body. The guttering ebony flames howl like a pack of demons as they form into a small cyclone and ascend into the sky. Swiftly you take hold of the injured Prince, heave him across your shoulder, and carry him away from the black tornado that is sucking chunks of temple debris into its spinning core.

Once you are a safe distance from the temple, you lower the Prince gently to the ground and watch the cyclone ebb and fade.

Turn to 211
.

306

A dozen horses, bridled and furnished with coverings of black and gold, stand tethered to an obelisk of stone. Two leather-clad soldiers sit nearby, sharing a pipe of aromatic tobacco as they gamble at cards. They each wear an emblem on their shoulder, which is also embroidered upon the horse's saddle cloths: it is a gold portcullis on a black crest.

If you have travelled the Stornlands of Central Magnamund in a previous
Lone Wolf
adventure,
turn to 65
.

If you have never been to the Stornlands,
turn to 222
.

307

‘I can help you, Lone Wolf,’ he says, his warrior pride restored by the thought of avenging his cruel imprisonment. ‘I know where the Lorestones are being held and I will take you there.’

Turn to 88
.

308

Since the first rays of dawn light brightened the eastern sky, the streets of Luomi echoed to the shouts of sergeants and the crunch of booted feet. The regiments of Lencia and Eru are taking their places in the column of march, and by mid-morning this column, 6500 strong, is ready to leave for battle. Company by company, through the city's east gate, they depart, tramping the dusty road that leads to Cetza. When the time comes for you to join them you take your place with Prince Graygor's escort and fall in line behind the armoured knights of the Palace Guard.

The army is well protected by Lencian horse scouts before, behind, and on both sides, to make sure it is not ambushed whilst crossing the twenty miles of open grasslands to Cetza. During the afternoon a troop of scouts are sent ahead to spy on the enemy. They return to report that Baron Shinzar has fortified the town and received reinforcements from Blackshroud since his defeat at Luomi. The news does not cheer Prince Graygor, for he knows the ground around Cetza does not favour the attacker.

It is dusk when the army arrives on the outskirts of the town. In the gloom you can see the enemy campfires flickering between the ruins of cottages that were destroyed when the Drakkarim first invaded this land. Occasionally their gruff voices can be heard on the chill evening wind as they shout orders and call the names of slaves and attendants. After a whole tiring day's marching, and with night drawing close, the order goes round that there will be no battle offensive this evening. Quickly the regiments disperse and many fires are lit. Tents are erected for the knights and the baggage carts are unloaded to provide the men with stores that should make their night in the open less uncomfortable. The Prince chooses to position his headquarters on a hill to the north that overlooks the town, and King Sarnac of Lencia chooses a similar position on a hill beyond the road, half a mile to the south. Shortly after the tents are constructed, a message arrives from King Sarnac's headquarters, inviting the Prince to join him and draw up plans for tomorrow's battle. The Prince accepts the invitation and says that you may accompany him if you wish.

If you wish to accompany the Prince to King Sarnac's headquarters,
turn to 244
.

If you choose to decline the invitation,
turn to 90
.

309

As you dispatch the last of the amphibians, Jarel grabs hold of the oars and begins to row with all his might. But you have covered only a short distance when there is a loud crack and a sharpened wooden stake rips through the bottom of the boat. The tiny craft rocks violently as a tall fountain of water gushes through the torn planks. Then suddenly the boat capsizes and you are pitched head-first into the murky river.

A webbed hand claws your leg (lose 2
ENDURANCE
points) but you kick out savagely and break free of its clammy grip. Free of your unseen attacker, you strike out for the south bank and drag yourself, cold and shaken, up onto the muddy shore.

Turn to 226
.

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