The Legacy of Vashna (13 page)

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Authors: Joe Dever

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

BOOK: The Legacy of Vashna
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125

You are awoken in the middle of the night by a tremendous clap of thunder which shakes the ground and startles Bracer. At first you think that a new day must already have dawned, for the cave is awash with bright light. But when you prise open your sleep-clogged eyes and look out over the surrounding landscape, you see that the light has a far more sinister origin.

The sky is alive with hordes of glowing, wraith-like phantoms. They swoop down from the roiling storm clouds and skim the treetops, howling and screeching like insane banshees. A trio of these ghastly apparitions pass within a few yards of the cave mouth and suddenly your head is gripped by a crushing pain. You use your Magnakai skills to erect a Psi-screen to protect your mind from this psychic attack, but your reflexes are sleep-dulled and you lose 3
ENDURANCE
points before your defence is intact.

Turn to 326
.

126

Drawing on your mastery of psychic defence, you are able to construct a shield around your mind which absorbs the Elder's probe. He learns nothing from his attempt to read your psyche and, rather than admit to failure, he dismisses you as an empty-headed cretin.

With a growl of disdain, he orders you to rejoin the end of the procession and pushes you out of his way as he strides back to rally those acolytes who are fleeing down the path.

Turn to 250
.

127

Using the Brotherhood Spell
Levitation
you are able to rise in the air and glide over this soft section of the cavern floor until you reach firmer ground. With ease, you are then able to slip past the end of the line of automatons and race towards the dais.

During your flight across the sagging floor, the Demoness was putting on an armoured breastplate of varnished black steel and was otherwise distracted. But she saw you get around the flank of her automatons and now she is aware of your plan.

It is clear by the anger on her face that she has no intention of allowing you anywhere near the dais or the Deathstaff.

Turn to 57
.

128

You urge Bracer up a treacherously slick path that leads to the entrance. Without once faltering on the difficult ascent, he carries you to the top of the path where two rusty wagon rails disappear into the mine shaft's shadowy maw. You approach, and the instant you are out of the rain, your keen Sixth Sense alerts you to the fact that you are not the only ones seeking shelter here. The scent of greasy fur and the glint of two grey-green eyes in the gloom tell you that you have stumbled upon the lair of a mountain wolf.

Illustration VII
—The scent of greasy fur and the glint of two grey-green eyes in the gloom …

The wolf growls menacingly and Bracer backs away in fright. Quickly you prepare to use your Magnakai skill of Animal Control to calm this beast before its hunger or its fear make it attack.

If you possess Animal Mastery and have reached the rank of Kai Grand Guardian or higher,
turn to 89
.

If you do not possess this skill or have yet to reach this rank,
turn instead to 151
.

129

Your
Mind Charm
proves stronger than his will to resist it. With a sigh, he bows his head and becomes completely subservient. Mentally you command him to go and attend to the wounded at the bow of the boat and he obeys at once without question. Those seated around you have now become uncomfortably curious. To avoid their attentions, you get up and move to the stern where a score of acolytes are kneeling in prayer.

Turn to 124
.

130

You pass through the arch and feel no harmful effects. But as you descend the steps on the far side, you suddenly notice that a large number of acolytes and Elders are staring at you with hatred and anger in their eyes. You look over your shoulder to see that the invisible curtain of power, through which you passed, is no longer invisible. It is glowing an accusing shade of red.

‘Intruder!’ screams one of the Elders. ‘Unbeliever!’ screams another. Then, with a sudden rush, a wave of acolytes comes running at you, many clasping knives and short swords in their fists.

Acolytes of Vashna:
COMBAT SKILL
 45   
ENDURANCE
 40

If you win this combat,
turn to 311
.

131

Pick a number from the
Random Number Table
(0=10). The number you have picked is equal to the number of
ENDURANCE
points lost as a result of the lightning impact and the fall.

You are left stunned and smouldering by the explosion. Drunkenly, you stagger to your feet and use your Magnakai Discipline of Nexus to extinguish those parts of your cloak and tunic ignited by the blast. Your Weapon disintegrated when it was hit (erase it from your
Action Chart
), yet it served to conduct some of the energy of the lightning ball away from your body.

Your terrified horse has halted at the river's edge and you call to him, using your natural Kai skills to calm and control his fear. He responds at once and returns to collect you. Swiftly you climb back into the saddle and gallop away along the river trail, anxious to put distance between you and this deadly storm.

Turn to 80
.

132

At Shamath's command, her attendants draw wicked-looking slivers of steel from scabbards hidden inside their robes and, with a cry of vengeance, they come rushing forwards to hack you down.

Cheghath:
COMBAT SKILL
 37   
ENDURANCE
 40

These beings are gifted with strong psychic defences. Halve all bonuses you would normally receive if you choose to use a psychic attack (including Kai-blast) during this combat.

If you win the combat,
turn to 303
.

133

You accept the package and carefully unfold its silken wrapper to reveal an amulet, oblong in shape, strung upon a length of crude twine. It has been carved from coal-black stone, flecked with grains of metal, which sparkle in the firelight.

‘Where was this found?’ you ask.

‘In the ruins of Vorn,’ replies Kadharian, ominously.

If you possess the Discipline of Telegnosis and have reached the Kai rank of Sun Knight or higher,
turn to 262
.

If you do not possess this Discipline or have yet to reach this level of Kai Mastery,
turn to 49
.

134

Your punch knocks the Elder off his feet and leaves him slumped unconscious against the gunwale. A deathly silence descends on the deck and all eyes turn to stare in disbelief at what you have done.

‘Seize him!’ bellows another Elder, and a score of acolytes spring from the benches to obey the command. You draw your weapon and fight them with breathtaking skill and valour, but eventually you are overcome by the sheer weight of numbers. By the time they have disarmed you and pinned you to the deck, more than thirty of them lie slain or seriously injured in a heaped circle around where you lie.

You stare back defiantly at the ring of grim faces that loom over you. Then the face of an Elder comes into view and he sneers with disdain when he sees that you are a Sommlending. He places the tip of his glowing wand to your forehead and suddenly there is an explosion of white light. Sadly, it is the last sensation you will ever experience.

Your life and your quest end here.

135

You draw the Sommerswerd from its scabbard and point it accusingly at the Arch Druid, expecting him to wither in the face of its goodly light. But the blade does not glow as radiantly as before: it is as if its powers are being subdued by Cadak's spectral prison.

With loathing in your heart, you advance upon your despised enemy. He weaves his hands before his face and his image fades. He is using a spell of invisibility but it does not keep him entirely hidden: you can still see the outline of his staff and his body flickering as he moves against the background wall of light.

Arch Druid Cadak:
COMBAT SKILL
 50   
ENDURANCE
 35

Arch Druid Cadak is immune to Mindblast and Psi-surge, but he is vulnerable to Kai-surge.

If you win this combat,
turn to 298
.

136

You retreat into the copse, using your Magnakai skills of Invisibility to keep you hidden from the advancing brigands. In their clumsy eagerness to enter the trees, they fail to notice you slip through their lines and circle around behind them. You have outwitted them but you are still anxious that they may find your horse. You move to higher ground in order to get a better view of the copse and, from a vantage point among the boulders, you observe their leader and three of his henchmen hiding nearby, crouched behind the bough of a fallen tree.

If you possess a Bow and wish to fire an Arrow at the brigand leader,
turn to 304
.

If you possess Kai-alchemy and wish to use the spell of
Mind Charm
,
turn to 212
.

If you decide to wait and observe the brigands a little longer,
turn to 98
.

137

As you approach the hall, you notice that it has only one means of entry — a large pair of double doors facing the lake. A long procession of acolytes are filing into the hall through these open doors and you stop to observe them. It occurs to you that if you are to discover what is going on inside, you will have to enter by the same way.

A portly perimeter guard passes by and you duck into a darkened doorway to avoid being seen. He goes into a hut opposite and suddenly an idea springs to mind, an idea that could get you into the grand hall. You hurry across to the hut and rush in, catching the acolyte by surprise. A blow to the back of the head renders him unconscious, and quickly you put on his voluminous red robes which completely cover your clothing and equipment (you need not record these robes on your
Action Chart
).

Dressed as an acolyte, and aided by your Kai camouflage skills, you should now have no difficulty getting into the hall.

If before leaving the hut, you wish to search it for useful items,
turn to 289
.

If you do not,
turn to 143
.

138

You wield the Deathstaff with strength and confidence. The whirling cyclone ruins the Vortexi attack and bleeds them of their psychic powers, rendering them harmless.

However, by using the Deathstaff to accomplish this, you have left yourself vulnerable to its insidious power: lose 3
ENDURANCE
points.

Make the necessary adjustments to your
Action Chart
and
turn to 46
.

139

You let fly your Arrow but it is poorly aimed. It arcs harmlessly into the night sky as the archer lands on the roof of the building opposite. Determined not to let him get away, you dash along the street, your eyes fixed on the shadowy figure as he makes his escape across the rooftops of the north quarter. You are twenty yards ahead of him when the street makes a turn and you find yourself faced by a solid brick wall; you have come to a dead end. You are about to retrace your steps when suddenly you notice a rusty iron staircase away to your right. It is a crude fire-escape ladder and it leads all the way to the roof of a linen warehouse. Quickly you climb the ladder, your weapon drawn in readiness to intercept the assassin the moment he appears.

Turn to 95
.

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